Based on an idea Asmo presented a while back, I present to you all FFT: Kind Of! Not a fancy name or anything because it's not a fancy patch! It's a rebalancing patch that stays very true to Vanilla, unlike some other patches that have been released. It doesn't try to be a Hardtype or anything, but enemies will now properly use their skills and actually have JP to spend on them. Certain battles have new units, and you won't see as many Knights/Archers as there were before.

If you want to see the entire changelog, I've included it both with the patch and below. Comments/feedback are always welcome.

Like I said, don't expect new sprites or anything. This patch is for those wanting a rebalanced Vanilla experience with minimal changes.

*NOTE: IF YOU DON'T WANT THE NEW MONSTER ABILITIES, DD, OR RANDOM BATTLES PLEASE STICK WITH VERSION 1.21.

-Smart encounters have been added, thanks to Xif. Now you can move straight to towns with no random battles in between, but if you select an area with a random encounter, the encounter rate is 100%.-Chocobos are a bit rarer in Mandalia now, meaning you can train there with less annoyance.-Regen now has vert.-Chakra/Stigma Magic no longer have vert.-Orlandu has gained Magic Ruin and Shock!-Meliadoul has gained Magic Ruin, Power Ruin, Mind Ruin, and Crush Punch.-Magic Ruin/Mind Ruin/Power Ruin have been nerfed.-Poison Rod is now properly 4 WP.-Several other small fixes have been made, namely to descriptions.-Lubrication has been renamed Unction because you all have dirty minds.

-Zalmo I is now no longer infuriating.-Meliadoul now comes with Move-MP Up in her battle.-Slasher's description is fixed.-Artemis Bow's description is fixed.-Several spell quotes have been fixed/updated.-The Pig Trial in END is fixed.-Abandon has been removed from Rafa, is replaced with Caution.-Move +3/Jump +3 have been removed.

-Pigs properly have Paralyze and Frog now. (PSX)-Guest Agrias and Guest Gafgarion now properly join at Party Level. (PSX)-Salamander returns, and now inflicts Blind in addition to Fire damage, as a sort of physical foil to Sylph. (PSX/PSP)-Faerie JP Cost down to 200. (PSX/PSP)-Summoners now have a higher MP pool. (PSX/PSP)-Alicia, Rad, and Lavian come with 70 Brave and 70 Faith. (PSX/PSP)-Level 3 magic has had an MP cost increase. (PSX/PSP)-Cloud's Limits no longer require the Materia Blade, but do require a Sword to be used. (PSX/PSP)-Braver, Cross-Slash, and Omnislash are now based on PA and WP. (PSX/PSP)-HP Restore/Critical: Restore HP and Abandon/Reflexes have been removed. (PSX/PSP)-Robe of Lords is now Initial: Protect/Shell, no longer grants 2 MA. (PSX/PSP)-Chocobo Cure no longer has AoE. (PSX/PSP)-Attack Boost and Arcane Strength's JP costs have been increased. (PSX/PSP)

-Foxbird has been renamed to Lubrication to match KO PSP. (PSX)-Summons now have longer CT and higher MP costs to match KO PSP. (PSX)-Break skills have become cheaper and are slightly more accurate. (PSX/PSP)-Negotiate/Beg now hits at MA+45%. (PSX/PSP)-Stasis Sword now inflicts Immobilize and costs 10 MP. (PSX/PSP)-Split/Crush Punch are now unevadeable and costs 5/10 MP each. (PSX/PSP)-Heave can now inflict Immobilize/Disable/Float. (PSX/PSP)-Many R/S/M skills cost less JP now. (PSX/PSP)-The Bio spells are now more clearly named. (PSX/PSP)-Gigaflare has been nerfed. (PSX/PSP)-Summons have been lowered to Blizzard power. (PSX/PSP)-Spells that didn't have CT have it again, more enemy-only spells have MP costs now. (PSX/PSP)-AI flags have been fully fixed. (PSX)-Hi-Potions now heal for 50, X-Potions for 100. Prices/JP costs have been lowered to compensate. (PSX/PSP)-Ivory Rod is now buyable at the start of Chapter IV. (PSX/PSP)-Persia is now buyable at the start of Chapter III. (PSX/PSP)-Cashmere is now available at the start of Chapter IV. (PSX/PSP)-Every type of item is available at every store now to match KO PSP. (PSX)-Sinogue is an Archaic Demon once more. (PSX/PSP)-Dispose range down to 4. (PSX/PSP)-Destroy now targets enemies surrounding oneself. (PSX/PSP)-Ninja PA Multipliers have been greatly lowered. (PSX/PSP)-Demi2/Graviga have been nerfed. (PSX/PSP)-Hashmal gains Hamedo. (PSX/PSP)-Magic Attack Up and Half MP swap jobs. (PSX/PSP)-Artemis Bow gains Add: Immobilize (PSX/PSP)-Artemis Bows are now available at the start of Chapter IV. (PSX/PSP)-The Dragon at Lenalia Plateau has been moved to Araguay South. (PSX/PSP)

-The AI will now target Doomed units.-Breaks are 10% more accurate.-Lionel Gate Gafgarion's Bravery is reduced.-Miluda 2 sprite error is fixed.-Repeating Fist has a slightly different formula.-Pigs have slightly different skills.-Poison Claw's accuracy is increased.-Chocobo Esuna is now Range: 0, AoE: 1

Battle Changes:

-Deep Dungeon bosses should spawn properly now.-An extra Mime/Bard/Dancer have been added to the fight in DELTA.-The Thief's Trial now has both Male and Female units.

Human Changes:

-Mime no longer requires Level 8 Squire/Chemist, now only requires Level 5 Squire/Chemist in addition to the other requirements.-Malak can now learn Two Hands.

Monster Changes:

-Skeletons/Ghosts are now properly immune to Crystal/Treasure.-Monsters are more mobile and more evasive.-Chocobos gain Innate: Move-HP Up.-Treants lose Regenerator, gain Distribute.

Skill Changes:

-Poison's CT has been buffed.-Feather Bomb now deals more damage.-Leaf Dance now ignores allies.-Treant Spirit skills now hit themselves and will not hit enemies.-Protect Spirit now inflicts Protect/Regen/Defending.-Calm Spirit now inflicts Shell/Regen/Defending.-Knife Hand now drains HP from an enemy, rather than inflicting Sleep.-Scratch Up now inflicts Sleep.-Rafa/Malak's spells start at a maximum of 4 hits and increase with each skill.-Straight Dash now inflicts Charm rather than Innocent.-Spark no longer hits self and hits slightly harder.-Eye Gouge now inflicts Blind and Don't Act.-Triple Breath now deals 34% damage.-Un-Truth damage is buffed by 20%.-Space Storage/Space Storage Back is now Dark Elemental.-Magic Sword skills now have their skill quotes used.-The AI will no longer purchase Praise/Preach/Solution.

-Certain story battles have been tweaked slightly.-Sinogue has been turned into an Ultima Demon.-Defense Up/Magic Defense Up on bosses (Lucavi/Izlude excluded, they're tough enough.)-Worker 7 now has ??? stats.

-Protect/Shell vertical up to 1.-Protect 2/Shell 2/Haste 2/Slow 2/Wall CT have been buffed.-Chakra/Stigma Magic now have proper vertical tolerance.-Arm/Leg Aim/Seal Evil have been buffed.-Bahamut's CT and JP cost have been lowered.-Holy's power and CT have been halved. MP and JP costs have been lowered to compensate.-Equip Axe is moved from Squire to Geomancer.-Monster Skill is moved from Squire to Mediator.-Persuade now inflicts Slow in an AoE.-Some damaging monster skills have been buffed slightly.-Chocobo Attack now inflicts Slow.-Tackle now inflicts Immobilize.-Bite now inflicts Oil.-Scratch now inflicts Blind.-Tentacle now inflicts Confuse.-Knife Hand now inflicts Sleep.-Throw Spirit now inflicts Undead.-Wing Attack now inflicts Stop.-Scratch Up now may dispel buffs.-Straight Dash now inflicts Innocent.-Leaf Dance now inflicts Silence.-Shake Off now inflicts Berserk.-Malboro Tentacle now inflicts Poison.-Stab Up now inflicts Doom.-Dash now inflicts Disable.-Triple Attack now inflicts Petrify.-Truth/Untruth spells have been made evadeable.-Destroy now removes Protect/Shell/Reflect/Defending from all enemies.-Compress now damages an enemy's MP.-Zalbag's Ruins have been made unevadeable and free.

-Adrammelech has been given a slightly altered skillset.-Monsters are given Gained EXP Up to more easily keep up with other party members and promote usage.-Monsters (including Worker 8, Byblos, Archaic Demons, etc.) HP multipliers have been increased by 25%.-Monsters have been given more MP. This won't impact much, but will allow some of them to actually use their spells now.-Worker 8 is given +1 Move, Innate: Fly and has had Counter replaced with Damage Split.-Treants now absorb Water as well as Earth.-Minotaurs now absorb Earth and can use Earth Slash.-Malboros are no longer weak to Ice.-Ahrimans are no longer weak to Ice, are weak to Dark.-Tiamats now absorb Wind and are no longer weak to Ice.-Byblos loses Energy.-Byblos gains each of the Bios.-Worker 8 gains Energy.-Undead units will always revive some time after three turns. (I decided not to use the 100% revival after 3 turns ASM, as I fear this will make battles against the Undead too difficult.)

Mediator HP and MP slightly increased.Bard MP greatly increased.Lucavi no longer have DEF/MDEF Up.Elemental now hits allies once more, but cannot miss.Hell Ivy now adds Poison, rather than Stop.Carve Model now adds Confuse, rather than Petrify.Local Quake now adds Petrify, rather than Confuse.

New title screen, courtesy of Taichii!Several minor bugfixes.Fire/Fire 2/Fire 3/Fire 4 have been nerfed.Summons have been nerfed.Salamander removed from skillset.Summon MP cost reduced.White Staff now cancels most ailments 100% of the time on strike.Geomancy now no longer harms allies.

Move +1 is moved from Archers to Knights.

Fire/Fire2/Fire3/Fire4 each have an increased AoE of 1. Fire/Fire2/Fire3/Fire4 are each slightly weaker.Bolt/Bolt2/Bolt3/Bolt4 each are slightly faster.Bolt/Bolt2/Bolt3/Bolt4 are each slightly weaker.

Chakra now properly has a Vertical Tolerance of 1.Stigma Magic now properly has a Vertical Tolerance of 1.

Samurai have lost Blade Grasp.Draw Out learn rates have been increased, some JP costs altered.

Cure 3 AoE up to 2.Cure 4 now ignores enemies.

Blind hit rate increased.Spell Absorb JP cost down to 150.Foxbird has been properly added to the Oracle's spell list.Foxbird now inflicts Oil.Foxbird JP cost down to 100.Life Drain has been properly added to the Oracle's spell list.Life Drain now drains HP equal to that of a weapon strike.Zombie JP cost down to 200.

Steal Helmet JP cost down to 200.Steal Armor JP cost down to 250.Steal Shield JP cost down to 200.Steal Weapon JP cost down to 350.Steal Accessory JP cost down to 300.

Swordskill animation bug fixed.

Stasis Sword Vertical up to 1.

Beowulf's Chicken is now Oil.

MBarrier MP cost up to 20.

The following monsters have gained the following skills in their blank slots:

All enemies scale with the party's level. Enemies now have gear equal to what you can buy in stores. Some enemies (particularly later on) have smart setups. All rare Move-Find items are 100%. Brave/Faith modification is no longer permanent. Math Skill slowdown is removed. Cursor starts at Continue, rather than New Game. Class Evasion is global. Phoenix Downs now deal 25% damage to Undead. The Soldier Office can be used to rename any unit. Special characters can do Propositions. JP Scroll Bug is fixed. Death Sentence ignores Cancel: Dead. Enemies that are Immortal flagged gain immunity to every debuff. Units afflicted with Oil take 200% Fire damage.

JOB CHANGES:

Various jobs have had growth/multiplier changes. Chemists get Innate: Equip Change. Thieves get Innate: Secret Hunt. Geomancers get Innate: Move on Lava and Any Ground. Calculators have had their Speed greatly improved, but their Math Skill spell choices are limited. Mimes have gained Innate: Counter.

MONSTER CHANGES:

The Goblin family has lost Innate: Counter, and gained Innate: Counter Tackle. The Bomb family has lost Innate: Counter, and gained Innate: Critical Quick. The Panther family has lost Innate: Counter, and gained Innate: Caution. The Mindflayer family has lost Innate: Counter, and gained Innate: Counter Magic. The Skeleton family has lost Innate: Counter, and gained Innate: Meatbone Slash. The Ghost family has lost Innate: Counter, and gained Innate: MP Switch. The Ahriman family has lost Innate: Counter, and gained Innate: Damage Split. The Juravis family has lost Innate: Counter, and gained Innate: Speed Save. The Uribo family has lost Innate: Counter, and gained Innate: HP Restore. The Treant family has lost Innate: Counter, and gained Innate: Regenerator. The Minotaur family has lost Innate: Counter, and gained Innate: A Save. The Malboro family has lost Innate: Counter, and gained Innate: Counter Flood. The Behemoth family has lost Innate: Counter, and gained Innate: Brave Up. The Dragon family has lost Innate: Counter, and gained Innate: Dragon Spirit. The Hydra family has lost Innate: Counter, and gained Innate: MA Save.

ITEM CHANGEs:

Rune Blade is now available after killing Elmdor. Nagrarock WP up to 10. Materia Blade WP up to 16. Materia Blade is now forced two-handed. All Knightswords are now forced two-handed. Excalibur is now Initial: Haste Chaos Blade WP down to 24. Chaos Blade is now Initial: Regen Battle Axe WP up to 11. Giant Axe WP up to 15. Slasher WP up to 20. Poison Rod now available after saving Elmdor. Poison Rod WP up to 4. Fire/Thunder/Ice Rods are now available after meeting Draclau. Wizard Rod now available at the start of Chapter 4. Dragon Rod WP up to 10, now randomly casts Flare. White Staff WP down to 1, now randomly casts Esuna. Mace of Zeus is now Thunder Elemental, Strengthen: Thunder, and randomly casts Bolt 4. Sage's Staff now boosts MA by 3. Scorpion Tail now randomly casts Bio 3. Stone Gun reduced to 13 WP. Blaze and Glacier Gun now cast their proper elements. Crossbows can now be Two Handed. Night Killer WP up to 4. Cross Bow WP up to 5. Poison Bow WP up to 6. Hunting Bow WP up to 8. Bows can no longer be Two Handed. Ultimus Bow is now named Artemis Bow. Yoichi Bow now boosts Move and Jump by 1. Ramia Harp is now named Lamia Harp. Battle Dictionary now randomly casts Insult. Monster Dictionary now randomly casts Threaten. Papyrus Plate now randomly casts Mimic Daravon. Madlemgen now randomly casts Death Sentence. Oberisk is now named Obelisk. Javelin (2) is now named Javelin II, WP lowered to 22. Kaiser Plate is now 25% EVD, 50% M-EVD. Crystal Gear is now available after killing Elmdor. Escutcheon (2) is now named Escutcheon II, 60% EVD, 35% M-EVD. Thief Hat down to +25 HP. All Hair Adornments now grant +10 MP. Wizard Robe now only grants +1 MA. Robe of Lords now grants +2 MA. Battle Boots are now available at the start of Chapter 2. Spike Shoes are now available at the start of Chapter 1. Germinas Boots are now available after saving Rafa. Sprint Shoes are now available after Bethla. Red Shoes are now available at the start of Chapter 4. Magic Gauntlet is now available at the start of Chapter 4. Bracer is now only +2 PA, and is now available at the start of Chapter 4. Cursed Ring now halves Fire and Holy damage, and absorbs Dark. 108 Gems no longer defends against debuffs, and is available at the start of Chapter 4. Feather Mantle EVD down to 35%. Vanish Mantle EVD up to 40%. Chantage is now Initial: Reraise. Setiemson is now Initial: Haste, Transparent, Float. Hi-Potions are now available at the start of Chapter 2.

SQUIRE SKILL CHANGES:

Accumulate now costs 5 MP. Accumulate's learn rate increased to 75%. Dash now deals (1-5)*PA damage. Dash's JP cost down to 50. Dash's learn rate up to 100%. Throw Stone now deals (1-3)*PA damage. Throw Stone's JP cost up to 100. Throw Stone's learn rate up to 90%. Heal's JP cost down to 100. Heal now cures Disable, Immobilize, and Sleep. Yell is now MA+65% chance of imbuing Haste. Yell no longer ignores Silence. Cheer Up is now MA+75% chance of imbuing Regen. Cheer Up's JP cost down to 150. Cheer Up no longer ignores Silence. Wish's Range up to 3. Scream boosts Brave by 20 on the user. Scream's JP cost down to 200. Scream no longer ignores Silence. Ultima now deals F(MA*35) damage. Ultima's MP cost is up to 40. Ultima's CT up to 6. Ultima can now be Counter Floodable.

Potion JP cost down to 0. Hi-Potion learn rate up to 85%. X-Potion learn rate up to 75%. Ether JP cost down to 100. Ether learn rate up to 85%. Hi-Ether JP cost down to 300. Hi-Ether learn rate up to 70%. Elixir JP cost down to 500. Elixir learn rate down to 0%. Antidote JP cost down to 50. Antidote learn rate up to 90%. Eye Drop JP cost down to 50. Eye Drop learn rate up to 90%. Echo Grass JP cost down to 50. Echo Grass learn rate up to 90%. Maiden's Kiss JP cost down to 50. Maiden's Kiss learn rate up to 90%. Soft JP cost down to 50. Soft learn rate up to 90%. Holy Water JP cost down to 100. Holy Water learn rate up to 75%. Remedy JP cost down to 150. Phoenix Down JP cost down to 50. Phoenix Down learn rate up to 100%.

Auto Potion JP cost up to 500.

Throw Item JP cost down to 300. Throw Item learn rate up to 65%. Maintenance JP cost down to 150. Maintenance learn rate up to 75%. Equip Change JP cost up to 50. Equip Change learn rate down to 0%.

Head Break is now (PA+WP+55)%. Head Break JP cost down to 250. Head Break learn rate up to 75%. Armor Break is now (PA+WP+45)%. Armor Break JP cost down to 350. Armor Break learn rate up to 65%. Shield Break is now (PA+WP+65)%. Shield Break JP cost down to 250. Shield Break learn rate up to 75%. Head Break is now (PA+WP+40)%. Head Break JP cost down to 350. Head Break learn rate up to 60%. Magic Break learn rate up to 80%. Speed Break is now (PA+50)% Add: Slow. Speed Break learn rate up to 65%. Power Break now decreases PA by 2. Mind Break now decreases MA by 2.

Cure MP cost down to 5. Cure CT down to 3. Cure learn rate up to 100%. Cure 2 JP cost down to 150. Cure 2 CT down to 4. Cure 3 JP cost down to 300. Cure 3 learn rate up to 70%. Cure 3 MP cost up to 20. Cure 3 CT down to 5. Cure 4 JP cost down to 450. Cure 4 learn rate up to 50%. Cure 4 AoE up to 2. Cure 4 CT down to 6. Cure 4 MP cost up to 30. Cure 4 no longer Learn on Hit. Raise JP cost down to 150. Raise learn rate up to 85%. Raise is now Hit_F(MA+240)% Raise 2 CT down to 7. Raise 2 is now Hit_F(MA+190)% Reraise JP cost down to 450. Reraise learn rate up to 70%. Reraise CT down to 6. Reraise MP cost up to 20. Reraise is now Hit_F(MA+190)% Regen JP cost down to 200. Regen learn rate up to 80%. Regen MP cost up to 10. Regen is now Hit_F(MA+235)% Protect JP cost down to 50. Protect learn rate up to 85%. Protect CT down to 3. Protect MP cost up to 10. Protect is now Hit_F(MA+240)% Protect 2 JP cost down to 350. Protect 2 learn rate now 60%. Protect 2 AoE up to 2. Protect 2 will not hit enemies. Protect 2 CT down to 6. Protect 2 MP cost up to 25. Protect 2 is no longer Learn on Hit. Shell JP cost down to 50. Shell learn rate up to 85%. Shell CT down to 3. Shell MP cost up to 10. Shell is now Hit_F(MA+240)% Shell 2 JP cost down to 350. Shell 2 learn rate now 60%. Shell 2 AoE up to 2. Shell 2 will not hit enemies. Shell 2 CT down to 6. Shell 2 MP cost up to 25. Shell 2 is no longer Learn on Hit. Wall JP cost down to 200. Wall learn rate up to 75%. Wall MP cost down to 15. Esuna JP cost up to 300. Esuna learn rate up to 65%. Esuna MP cost down to 15. Esuna is now Hit_F(MA+210)% Holy range down to 4. Holy MP cost down to 50.

Regenerator JP cost down to 300. Regenerator learn rate up to 60%.

Magic Defense Up JP cost down to 350.

WIZARD SKILL CHANGES:

Fire learn rate up to 100%. Fire CT down to 3. Fire MP cost down to 5. Fire 2 learn rate up to 80%. Fire 2 CT down to 4. Fire 2 MP cost down to 10. Fire 3 JP cost down to 350. Fire 3 learn rate up to 60%. Fire 3 CT down to 6. Fire 3 MP cost down to 20. Fire 4 JP cost down to 750. Fire 4 learn rate up to 50%. Fire 4 CT down to 8. Fire 4 MP cost down to 50. Fire 4 no longer Learn on Hit. Bolt learn rate up to 100%. Bolt CT down to 3. Bolt MP cost down to 5. Bolt 2 learn rate up to 80%. Bolt 2 CT down to 4. Bolt 2 MP cost down to 10. Bolt 3 JP cost down to 350. Bolt 3 learn rate up to 60%. Bolt 3 CT down to 6. Bolt 3 MP cost down to 20. Bolt 4 JP cost down to 750. Bolt 4 learn rate up to 50%. Bolt 4 CT down to 8. Bolt 4 MP cost down to 50. Bolt 4 no longer Learn on Hit. Ice learn rate up to 100%. Ice CT down to 3. Ice MP cost down to 5. Ice 2 learn rate up to 80%. Ice 2 CT down to 4. Ice 2 MP cost down to 10. Ice 3 JP cost down to 350. Ice 3 learn rate up to 60%. Ice 3 CT down to 6. Ice 3 MP cost down to 20. Ice 4 JP cost down to 750. Ice 4 learn rate up to 50%. Ice 4 CT down to 8. Ice 4 MP cost down to 50. Ice 4 no longer Learn on Hit. Poison learn rate up to 90%. Poison MP cost down to 5. Poison is now Hit_F(MA+250)% Frog JP cost lowered to 350. Frog learn rate up to 70%. Frog CT lowered to 4. Frog MP cost up to 15. Frog is now Hit_F(MA+150)% Death JP cost down to 450. Death learn rate up to 50%. Death CT down to 6. Death MP cost up to 25. Death is now Dark elemental. Death is now Hit_F(MA+120)% Flare JP cost lowered to 600. Flare range lowered to 4. Flare CT lowered to 6. Flare MP cost lowered to 50. Flare is no longer evadeable. Flare now deals F_(MA*50) damage.

Counter Magic JP cost lowered to 500.

Magic Attack Up JP cost lowered to 350.

MONK SKILL CHANGES:

Spin Fist JP cost down to 100. Spin Fist AoE up to 2. Spin Fist vertical up to 1. Repeating Fist learn rate up to 75%. Repeating Fist is no longer evadeable. Wave Fist learn rate up to 70%. Wave Fist is now ((PA+1)/2*PA) Earth Slash JP cost down to 400. Earth Slash learn rate up to 60%. Earth Slash AoE down to 5. Earth Slash vertical down to 1. Earth slash is now evadeable. Secret Fist learn rate up to 80%. Secret Fist vertical up to 1. Secret Fist is now Hit_(PA+50)%. Secret Fist is now evadeable. Stigma Magic learn rate up to 75%. Stigma Magic now only hits oneself or an adjacent unit. Chakra JP down up to 300. Chakra now only hits oneself or an adjacent unit. Revive JP cost down to 450. Revive learn rate up to 70%.

Blind is now Hit_F(MA+220)% Blind MP cost up to 10. Blind learn rate up to 90%. Spell Absorb learn rate up to 80%. Spell Absorb is now Hit_F(MA+200)% Life Drain removed from skillset. Pray Faith JP cost down to 300. Pray Faith MP cost increased to 10. Pray Faith learn rate up to 75%. Pray Faith is now Hit_F(MA+175)% Doubt Faith JP cost down to 300. Doubt Faith MP cost increased to 10. Doubt Faith learn rate up to 75%. Doubt Faith is now Hit_F(MA+175)% Zombie learn rate up to 60%. Zombie CT down to 4. Zombie is now Hit_F(MA+150)% Silence Song JP cost increased to 200. Silence Song learn rate increased to 75%. Silence Song MP cost decreased to 15. Blind Rage JP cost decreased to 200. Blind Rage learn rate increased to 80%. Blind Rage CT down to 3. Blind Rage MP cost decreased to 10. Blind Rage is now Hit_F(MA+180)% Foxbird learn rate up to 80%. Foxbird is now Hit_F(MA+220)% Foxbird is now Add: Oil Foxbird CT down to 3. Foxbird AoE up to 1. Foxbird MP cost decreased to 10. Confusion Song JP cost decreased to 300. Confusion Song learn rate increased to 70%. Confusion Song AoE up to 1. Confusion Song is now Hit_F(MA+160)% Dispel Magic JP cost reduced to 200. Dispel Magic learn rate increased to 80%. Dispel Magic MP cost reduced to 15. Dispel Magic is now Hit_F(MA+220)% Paralyze JP cost increased to 250. Paralyze learn rate increased to 65%. Paralyze AoE down to 0. Paralyze CT down to 4. Paralyze MP cost up to 15. Paralyze is now Hit_F(MA+190)% Sleep JP cost down to 250. Sleep learn rate up to 75%. Sleep CT down to 4. Sleep MP cost down to 20. Sleep is not Hit_F(MA+190)% Petrify JP cost down to 500. Petrify learn rate up to 45% Petrify CT down to 6. Petrify MP cost up to 30. Petrify is now Hit_F(MA+130)%

Absorb Used MP JP cost down to 150. Absorb Used MP learn rate up to 80%.

Defense Up JP cost down to 350 JP.

Any Weather JP cost down to 50. Any Weather learn rate down to 0%.

TIME MAGE SKILL CHANGES:

Haste JP cost up to 200. Haste CT up to 3. Haste MP cost up to 15. Haste is now Hit_F(MA+210)% Haste 2 JP cost down to 450. Haste 2 learn rate up to 50%. Haste 2 AoE up to 2. Haste 2 MP cost up to 45. Haste 2 is now Hit_F(MA+175)% Haste 2 will not hit enemies. Haste 2 is no longer Learn on Hit. Slow JP cost up to 200. Slow CT up to 3. Slow MP cost up to 15. Slow is now Hit_F(MA+210)% Slow 2 JP cost down to 450. Slow 2 learn rate up to 50%. Slow 2 AoE up to 2. Slow 2 MP cost up to 45. Slow 2 is now Hit_F(MA+175)% Slow 2 will not hit allies. Slow 2 is no longer Learn on Hit. Stop JP cost up to 300. Stop learn rate up to 65%. Stop CT down to 5. Stop MP cost up to 30. Stop is now Hit_F(MA+150)% Don't Move JP cost up to 250. Don't Move learn rate up to 65%. Don't Move range up to 4. Don't Move AoE down to 0. Don't Move CT up to 4. Don't Move MP cost up to 15. Float JP cost down to 150. Float learn rate up to 80%. Float MP cost up to 10. Float is now Hit_F(MA+230)%. Reflect JP cost down to 150. Reflect learn rate up to 75%. Reflect AoE up to 1. Reflect CT up to 3. Reflect MP cost down to 10. Reflect is now Hit_F(MA+200)% Quick JP cost down to 400. Quick learn rate up to 60%. Quick MP cost up to 25. Quick is now Hit_F(MA+170)% Demi JP cost down to 100. Demi learn rate up to 90%. Demi CT down to 4. Demi MP cost down to 15. Demi now deals 33% damage. Demi is now Hit_F(MA+240)% Demi is now Dark elemental. Demi 2 JP cost down to 400. Demi 2 learn rate up to 60%. Demi 2 CT down to 6. Demi 2 MP cost down to 45. Demi 2 now deals 75% damage. Demi 2 is now Hit_F(MA+160)% Demi 2 is now Dark elemental. Meteor JP cost down to 800. Meteor learn rate up to 45%. Meteor CT down to 9. Meteor is now Dmg_F(MA*50)

Invitation learn rate down to 0%. Invitation range up to 4. Persuade range up to 5. Praise/Threaten/Preach/Solution JP cost up to 500. Praise range up to 5. Praise boosts Brave by 15. Praise is now Hit_(MA+75)% Threaten range up to 5. Threaten lowers Brave by 15. Threaten is now Hit_(MA+75)% Preach range up to 5. Preach boosts Faith by 15. Preach is now Hit_(MA+75)% Solution range up to 5. Solution lowers Faith by 15. Solution is now Hit_(MA+75)% Death Sentence range up to 5. Negotiate now will cancel Charging/Performing. Negotiate range up to 5. Insult range up to 5. Mimic Daravon range up to 5. Mimic Daravon AoE down to 0. Mimic Daravon is now Hit_(MA+50)%

Finger Guard JP cost down to 100.

Equip Gun JP cost down to 400. Equip Gun learn rate up to 50%. Train JP cost down to 150. Train learn rate down to 0%. Monster Talk learn rate down to 0%.

SUMMONER SKILL CHANGES:

All Summons can now be Counter Magiced and Counter Flooded. Summon damage has been nerfed. Moogle JP cost down to 100. Moogle MP cost up to 15. Shiva learn rate up to 80%. Shiva MP cost up to 25. Ramuh learn rate up to 80%. Ramuh MP cost up to 25. Ifrit MP cost up to 25. Golem removed from skillset. Carbunkle JP cost reduced to 250. Carbunkle learn rate up to 75%. Carbunkle is now Hit_F(MA+175)% Bahamut JP cost reduced to 900. Bahamut learn rate increased to 35%. Bahamut AoE down to 2. Bahamut is now Dmg_F(MA*43) Bahamut is no longer Learn on Hit. Odin learn rate up to 40%. Odin AoE down to 2. Odin MP cost up to 60. Odin is now Dmg_F(MA*35) Odin is now Add: Death Odin is no longer Learn on Hit. Leviathan JP cost down to 750. Leviathan learn rate up to 45%. Leviathan is now Dmg_F(MA*27). Leviathan is no longer Learn on Hit. Salamander JP cost down to 600. Salamander learn rate up to 50%. Salamander damages all enemies. Salamander MP cost up to 55. Salamander is Dmg_F(MA*21) Salamander is no longer Learn on Hit. Silf JP cost down to 350. Silf MP cost up to 35. Silf is now Dmg_F(MA*24) Silf is now Add: Silence Fairy MP cost up to 30. Fairy is now Hit_F(MA+140)% Fairy is now Add: Regen Lich learn rate up to 50%. Lich now deals 34% damage. Lich hit rate increased. Lich CT down to 8. Lich MP cost up to 60. Lich is no longer Learn on Hit. Cyclops JP cost down to 200. Cyclops learn rate up to 80%. Cyclops CT down to 4. Cyclops MP cost down to 25. Cyclops is now Dmg_F(MA*24) Cyclops is no longer Learn on Hit. Zodiac AoE is down to 2.

MP Restore JP cost down to 200. MP Restore learn rate up to 80%.

Half of MP JP cost down to 500.

SAMURAI SKILL CHANGES:

All Draw Outs affect both allies/enemies. All Draw Out Verticals down to 1. Asura learn rate up to 70% Asura is now Fire elemental. Koutetsu is now Dark elemental. Koutetsu learn rate up to 65% Bizen Boat learn rate up to 70% Murasame is now Heal_(MA*8) Murasame learn rate up to 60% Heaven's Cloud is now Dmg_(MA*10) Heaven's Cloud is now Wind elemental. Kiyomori is now Protect or Shell. Muramasa is now Dmg_(MA*14) Kikiuchimoji range is now 4. Masamune is now Haste or Regen. Chirijiraden is now Dmg_(MA*20)

Equip Katana JP cost down to 350. Two Hands JP cost down to 700. Two Hands learn rate up to 65%.

Move in Water JP cost down to 150. Move in Water learn rate down to 0%.

NINJA SKILL CHANGES:

Shuriken learn rate up to 100%. Knife learn rate up to 90%. Sword learn rate up to 60%. Hammer removed from skillset. Katana removed from skillset. Ninja Sword learn rate up to 55%. Axe removed from skillset. Spear removed from skillset. Stick removed from skillset. Dictionary learn rate up to 65%. Ball JP cost down to 50. Ball learn rate up to 100%.

Sunken State JP cost up to 250. Sunken State learn rate up to 80%. Abandon JP cost up to 800.

Two Swords JP cost down to 750. Two Swords learn rate up to 65%.

Move on Water JP cost down. to 150. Move on Water learn rate down to 0%.

CALCULATOR SKILL CHANGES:

CT removed from skillset. Level JP cost down to 300. Level learn rate up to 75%. EXP JP cost up to 300. EXP learn rate up to 75%. Height JP cost up to 300. Height learn rate up to 75%. Prime Number learn rate up to 75%. 5 JP cost up to 300. 5 learn rate up to 75%. 4 JP cost up to 300. 4 learn rate up to 75%. 3 removed from skillset.

Move-MP Up added. Witch Hunt learn rate up to 85%. Wiznaibus JP cost up to 200. Wiznaibus learn rate up to 65%. Slow Dance JP cost up to 300. Slow Dance's accuracy is now 34%. Polka Polka JP cost up to 250. Disillusion JP cost up to 250. Nameless Dance JP cost up to 200. Nameless Dance learn rate up to 75%. Nameless Dance can no longer inflict Stop, Frog, or Sleep. Last Dance JP cost up to 350.

A Save JP cost up to 600. A Save learn rate up to 75%. Brave Up JP cost down to 200. Brave Up JP cost up to 85%.

Jump +3 JP cost down to 300. Jump +3 learn rate up to 65%. Fly learn rate down to 30%. Move-MP Up learn rate up to 65%.

BARD SKILL CHANGES:

MP Switch added. Songs no longer ignore Silence. Angel Song learn rate up to 85%. Life Song JP cost up to 200. Life Song learn rate up to 65%. Cheer Song JP cost up to 300. Battle Song JP cost up to 250. Magic Song JP cost up to 250. Nameless Song JP cost up to 200. Nameless Song learn rate up to 75%. Last Song JP cost up to 350.

MA Save JP cost up to 600. MA Save learn rate up to 75%. Faith Up JP cost down to 200. Faith Up JP cost up to 85%. MP Switch JP cost up to 800.

Move +3 learn rate down to 30%. Fly learn rate down to 30%.

HOLY KNIGHT SKILL CHANGES:

All Holy Swordskills are now evadeable. Stasis Sword range up to 3. Stasis Sword MP cost up to 5. Stasis Sword is now non-elemental. Stasis Sword is now (PA*(WP+1)). Split Punch MP cost up to 10. Split Punch is now non-elemental. Crush Punch MP cost up to 15. Crush Punch is now non-elemental. Lightning Stab MP cost up to 20. Lightning Stab is now Thunder elemental. Lightning Stab is now (PA*(WP+2)). Holy Explosion MP cost up to 25. Holy Explosion vertical down to 1. Holy Explosion is now (PA*(WP+3))

DIVINE KNIGHT SKILL CHANGES:

All Divine Swordskills are now evadeable. All Divine Swordskills cost 20 MP. All Divine Swordskills will not allow elements.

DARK KNIGHT SKILL CHANGES:

Dark Sword JP cost down to 0. Dark Sword learn rate up to 100%. Night Sword JP cost down to 0. Night Sword learn rate up to 100% All Dark Swordskills are now evadeable. All Dark Swordskills cost 10 MP. All Dark Swordskills will not allow elements.

HEAVEN KNIGHT SKILL CHANGES:

All Truth skills can now hit a max of 8 times. All Truth skills now have 0 CT. Heaven Thunder MP cost up to 5. Asura MP cost up to 10. Diamond Sword MP cost up to 15. Hydragon Pit MP cost up to 20. Space Storage MP cost up to 25. Sky Demon MP cost up to 30.

HELL KNIGHT SKILL CHANGES:

All Untruth skills can now hit a max of 8 times. All Untruth skills now have 0 CT. Heaven Thunder Back MP cost up to 5. Asura Back MP cost up to 10. Diamond Sword Back MP cost up to 15. Hydragon Pit Back MP cost up to 20. Space Storage Back MP cost up to 25. Sky Demon Back MP cost up to 30.

ASSASSIN SKILL CHANGES:

Seal range down to 4. Shadow Stitch range up to 6. Stop Bracelet is now Hit_(SP+50) Add: Death Stop Bracelet is now evadeable. Allure is now Hit_(MA+75)%

BYBLOS SKILL CHANGES:

Shock range down to 4. Difference down to 3. Difference CT up to 5. Energy range up to 6. Parasite CT up to 3.

LUCAVI SKILL CHANGES:

Seal range down to 3. Chicken Race range down to 4. Hold Tight range up to 6. Darkness range up to 6. Lose Voice range down to 4. Loss range down to 4. Spell range down to 3. Nightmare range down to 3. Death Cold range down to 4.

ARK KNIGHT SKILL CHANGES:

Magic Ruin CT down to 0. Magic Ruin MP cost down to 5. Speed Ruin CT down to 0. Speed Ruin MP cost down to 5. Power Ruin CT down to 0. Power Ruin MP cost down to 5. Mind Ruin CT down to 0. Mind Ruin MP cost down to 5.

IMPURE KING SKILL CHANGES:

All Bio spell MP costs down to 0. All Bio spell CT down to 0.

ENGINEER SKILL CHANGES:

Equip Gun added. Arm Aim CT is up to 4. Arm Aim can no longer target the caster. Leg Aim CT is up to 4. Leg Aim can no longer target the caster. Seal Evil CT is up to 4. Seal Evil can no longer target the caster. Seal Evil is now Hit_(SP+50)%

REGULATOR SKILL CHANGES:

Melt CT down to 6. Melt MP cost down to 35. Melt is now Dmg_F(MA*37) Add: Death Sentence Tornado CT down to 6. Tornado MP cost down to 35. Tornado now inflicts Confuse. Quake CT down to 6. Quake MP cost down to 35. Quake is now Dmg_F(MA*37) Add: Don't Move

ANGEL OF DEATH SKILL CHANGES:

All Angel of Death spell MP costs down to 0. All Angel of Death spell CT down to 0. All Angel of Death spells are evadeable. Toad 2 AoE up to 2. Toad 2 is now Hit_F(MA+150)%. Gravi 2 range up to 5. Gravi 2 AoE down to 0. Flare 2 is now Dmg_F(MA*30). Flare 2 is not evadeable. Blind 2 AoE up to 2. Blind 2 is now Hit_F(MA+255)% Confuse 2 AoE up to 2. Confuse 2 is now Hit_F(MA+170)% Sleep 2 AoE up to 2.

BLOODY ANGEL SKILL CHANGES:

Ultima CT down to 0. Ultima MP cost down to 0. All-Ultima CT down to 10. All-Ultima MP cost down to 0. Mute CT down to 0. Mute is now Hit_F(MA+150)%. Despair 2 CT down to 0. Despair 2 is now Hit_F(MA+255)% Return 2 CT down to 0. Return 2 is now Hit_F(MA+170)%

TEMPLE KNIGHT SKILL CHANGES:

Blind learn rate up to 100%. Aspel JP cost up to 200. Aspel learn rate up to 65%. Drain removed from skillset. Faith learn rate down to 60%. Innocent learn rate down to 60%. Zombie JP cost up to 300. Silence JP cost up to 200. Silence learn rate down to 70%. Berserk learn rate down to 70%. Chicken removed from skillset. Confuse JP cost up to 250. Confuse learn rate down to 65%. Despair JP cost down to 150. Despair MP cost down to 10. Don't Act JP cost up to 300. Don't Act learn rate down to 50%. Sleep JP cost up to 200. Sleep learn rate down to 60%. Break JP cost up to 500. Break learn rate down to 45%. Shock range reduced to 4.

DRAGONER SKILL CHANGES:

Ice Bracelet is no longer evadeable. Fire Bracelet is no longer evadeable. Thunder Bracelet is no longer evadeable. Dragon Tame range down to 4. Dragon Care range up to 4. Dragon Power Up now bestows Protect, Shell, and Haste to a dragon. Dragon Level Up range up to 3. Holy Bracelet JP cost down to 300. Holy Bracelet learn rate down to 0%. Holy Bracelet Range down to 2. Holy Bracelet is now linear. Holy Bracelet is now Dmg_(MA*17)

SOLDIER SKILL CHANGES:

All Limit CT is 0. Braver range is now 1. Cross-Slash range is now 1. Cross-Slash is now Dmg_(MA*10) Add: Stop Blade Beam range is now 3. Climhazzard range is now 1. Meteorain JP cost is down to 550. Meteorain AoE down to 1. Meteorain is now Dmg_(MA*20) Finish Touch JP cost is up to 700. Finish Touch range is down to 1. Finish Touch AoE is down to 0. Omnislash range is now 1. Omnislash AoE is down to 0. Omnislash is now Dmg_(MA*25) Cherry Blossom is now Dmg_(MA*20) Cherry Blossom is now Fire, Ice, Thunder elemental.

MONSTER SKILL CHANGES:

Choco Meteor Range down to 4. Goblin Punch accuracy up to (MA+55)% Turn Punch AoE up to 2. Eye Gouge accuracy up to (MA+75)% Mutilate now drains HP equal to a normal attack. Poison Nail accuracy up to (MA+60)% Poison Nail Range up to 3. Blood Suck (Vampire) now inflicts Undead at a (MA+60)% chance. Level Blast now reduces an enemy's CT to 00 at a F(MA+110)% chance. Zombie Touch Range up to 2. Sleep Touch Range up to 2. Drain Touch Range up to 2, now affects MP. Grease Touch Range up to 2. Shine Lover now grants Reflect to an adjacent unit 100% of the time. Feather Bomb Range up to 5. Straight Dash is now unevadeable. Nose Breath Range up to 4. Please Eat now grants a unit either Haste, Reraise, or Regen. Leaf Dance AoE up to 2. Protect Spirit AoE up to 2, now grants Protect and Defending at a 100% chance. Calm Spirit AoE up to 2, now removes Petrify, Darkness, Silence, Confuse, Oil, Frog, Poison, Sleep. Life Spirit AoE up to 2. Magic Spirit AoE up to 2. Lick now adds Slow at a (MA+50)% chance. Goo Range up to 3, now hits at a (MA+50)% chance. Bad Breath can no longer inflict Frog, Sleep, or Petrify. Malboro Virus Range up to 6. Hurricane is now Wind/Dark Elemental. Triple Breath is now Dark Elemental.

MISCELLANEOUS SKILL CHANGES:

Blood Suck absorbs 10% HP. Dark Holy CT down to 6. Dark Holy MP cost up to 60. Dark Holy is now reflectable. Dark Holy is now Dmg_F(MA*50). Deathspell 2 now cancels every negative status. Deathspell 2 is now Hit_F(MA+255)%. Galaxy Stop MP cost up to 15. MBarrier CT down to 0. MBarrier MP cost down to 10. MBarrier is now Hit_F(MA+255)%. Midgar Zolom now may inflict Poison.

Queklain will have around 750 HP at level 20.Velius will have around 1600 HP at level 30.Zalera will have around 2100 HP at level 40.Adramelk will have around 2500 HP at level 45.Hashmalum will have around 2800 HP at level 50.Altima 1 will have around 2200 HP at level 55.Altima 2 will have around 4600 HP at level 55.Elidibs will have around 4800 HP at level 75.

I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.

Brave/Faith modifications

One might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.

So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith.

Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.

Chaos Blade

That's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.

Thief

I don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. :)

Time Mage

I rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see.

Geomancer

Hum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:

There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:

Geomancy is directly related to weapon: meaning that Geomancy will occur on weapon range. Chances to hit would be the same as for the weapon at hand. Geomancer would then be able to wield bows(?) as well, along with swords, axes and poles. The odds for a status would be much higher, giving you the option either try a physical attack, or inflict a elemental attack with chances to inflict status. The geomancy damage would be bases on WP and MA, whilst physical attack on WP and PA. You would choose physical over magical whenever your MA was too low for a strong effect, or when the terrain would inflict such element power that your target would guard or absorb, and other situations you can imagine.

Mediator

:D It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.

Summoner

Perhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. :) As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.

Samurai

Hum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. ;) Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps.

I gather Blade Grasp will be taken out the next release?

Ninja

You removed those throwing abilities that have unique items? Sounds safer.

Calculator

I don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.

And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.

Soldier

What happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?

Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought. :D

I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.

Brave/Faith modifications

One might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.

So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith.

Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.

Chaos Blade

That's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.

Thief

I don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. :)

Time Mage

I rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see.

Geomancer

Hum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:

There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:

Geomancy is directly related to weapon: meaning that Geomancy will occur on weapon range. Chances to hit would be the same as for the weapon at hand. Geomancer would then be able to wield bows(?) as well, along with swords, axes and poles. The odds for a status would be much higher, giving you the option either try a physical attack, or inflict a elemental attack with chances to inflict status. The geomancy damage would be bases on WP and MA, whilst physical attack on WP and PA. You would choose physical over magical whenever your MA was too low for a strong effect, or when the terrain would inflict such element power that your target would guard or absorb, and other situations you can imagine.

Mediator

:D It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.

Summoner

Perhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. :) As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.

Samurai

Hum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. ;) Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps.

I gather Blade Grasp will be taken out the next release?

Ninja

You removed those throwing abilities that have unique items? Sounds safer.

Calculator

I don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.

And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.

Soldier

What happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?

Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought. :D

Oh, regarding the Chaos blade, I was mainly referring the Stone strike it had. I completely forgot that it had regen to start with. lol Silly me. Does it still petrify target or was nerfed?

Woohoo, enemies using Masamune would be just outright alarming. :D

Ah, got it. So, if it's a three elemental attack, it'll always consider the WEAK/ABSORB relation in priority to the VULNERABLE stance. And what happens when you use that on a unit that absorbs ICE but it's weak to FIRE? Will it absorb as well? oO

You might as well make Calc get Fire/Ice/Bolt/Cure 1 as well... It doesn't make much sense to take that away from the list.

And... Geomancer might as well get a little boost in attack damage.

Also: Leaving the individual abilities in would be nice. That would allow one to, say, give the individual monsters more pizazz. Panthers: Scratch gets 2 range like a leap (the animation would allow it ala 1.3 poison nail). Maybe the tentacle attacks get 2 or 3 range, but only linear... stuff like that. Give people the freedom to customise monsters' basic attacks instead of being cookie cutter. I understand it would free up space, but...

Also: Leaving the individual abilities in would be nice. That would allow one to, say, give the individual monsters more pizazz. Panthers: Scratch gets 2 range like a leap (the animation would allow it ala 1.3 poison nail). Maybe the tentacle attacks get 2 or 3 range, but only linear... stuff like that. Give people the freedom to customise monsters' basic attacks instead of being cookie cutter. I understand it would free up space, but...

Well, if someone wanted to do that, they can just re-add them. But I guess this isn't a base patch then.

Well, If you really want convert the vanilla FFT in the same, but a bit more rebalaced, I propose more ideas:

Swordskills: I guess that Square wanted to do this skillset very powerful, but not Gods skills, basically is a more powerfull than normal attack with range, AoE and 25% infict staus. (LOL) And I would put Y value between 0 and 2, at least. And maybe 3 maximum range. Divine Swordskill needs Choto ASM hack if they do not want to be Gods skills.

And about Geomancy I would put 5 in Y value and 5 range. Square wanted it to be a crappy skillset.

Zodiac Summon I would put AoE 3, but with more weak.

I would remove move+3, teleport 33% fail by extra square.Damage Split returns 33% of damage, blade grasph only block melee weapons, (This ability of reaction was a complaint by all fans of FFT) attack up, defense up, m. attack up and m. defense up need down to 25% or minus because they make be the unique support skills useful in the game.

I don't like vanilla because it is VERY UNBALANCED. I prefer another games like Tactics Ogre o tactics A2 (although this also terrible things like Phoenix or Halve PM). ... But I love editing FFT.

In regards to Geomancy, the Evadeability of it doesn't even come into play until late-game. Until then, it's still a pretty safe option with decent range, speed, and no MP cost. The debuff proc is a nice bonus. :)

@RFH: Blade Grasp has been removed from player use. I'd be fine with returning Zodiac to 3 AoE, since it is the ultimate summon.

I'm about 75% done with the PSP version of KO. I'll need testers though, so does anyone care to volunteer for testing?

Sorry I to put it would be nice not to remove the ability with this effect. And about Atack UP and etc I want to say:''attack up, defense up, m. attack up and m. defense up need down to 25% or less because they make be the unique support skills useful in the game.''

-Geomancy no longer hits allies.-Slow 2 properly inflicts Slow.-The Female Geomancer at Barius Hill is no longer wearing a Power Sleeve as an Accessory.-Oracles will properly have Foxbird, which inflicts Oil.-Beowulf will properly have Oil.

Any other bugs that need fixed?

EDIT: The PSP version is almost done as well. Just need to do Chapter IV ENTDs, rebalance the WotL items, and item description changes.

EDIT: The PSP version will have the following changes:

-Rebalanced multiplayer items/Tynar Rouge/Ras Algethi... not that the multiplayer items will matter much, methinks.-Luso has a basic Squire's skillset and growths, but has Beastmaster/Beasttongue/Tame/Poach innates.-Balthier's Steals are ranged, but are 10% less accurate than normal steals. Barrage has been removed.-Expect to see Dark Knights and Onion Knights in some battles.

Due to the lack of ASM for the PSP, Mediators will have to be slightly different since I don't want permanent Brave/Faith broken-ness.

I've never played the PSP version and I'm at best only vaguely aware of it, but AoE instant Atheist seems pretty...busted. Why not just keep it single-target with lower accuracy than Mystic's Faith and Atheist spells considering that Talk Skill/Speechcraft doesn't have to operate off Faith like Mystic's Yin-Yang Magick does?

I accidentally set Slow 2 to inflict Haste when I copied Haste 2's properties over. :P

The AoE Atheist ability the Mystics would have would have a CT/MP Cost. It'd just be a buff to their current Atheist/Faith spells. I could just do MA+X% Orator Faith/Atheist skills, but I'm afraid that'd be too similar to the Mystic spells.

-Sage's Ring now Halves all elements, rather than Boosting and Absorbing.-Tynar Rouge now only boosts PA/MA by 1, and has Initial: Protect/Shell/Haste.-Onion Gloves are no longer Immune: KO/Stone/Doom.-Brigand's Gloves are now Initial: Vanish/Haste/Float.-Sage's Robe no longer Halves all elements.-Brave Suit is now Initial: Regen/Reraise.-Minerva Bustier now Boosts all elements, but no longer cancels/halves any.-Onion Armor is now Initial: Protect/Shell/Reflect.-Grand Armor is now Always: Regen.-Brass Coronet now boosts MA by 1.-Acacia Hat now boosts PA by 1 and grants immunity to Disable/Blind.-Reverie Shield EVD/M-EVD reduced.-Onion Shield EVD/M-EVD reduced.-Gungnir WP reduced to 23.-Gae Bolg WP reduced to 19.-Durandal WP reduced to 25, EVD reduced to 20%, now has Initial: Reraise.-Sagittarius Bow WP reduced to 18.-Vesper WP reduced to 25, is now Holy Elemental.-Crown Scepter now boosts MA by 1 and grants Always: Shell.-Stardust Rod may now cast Gravija on hit, as opposed to Gravity, and WP is boosted to 11. No longer boosts MA.-Dreamwaker now boosts MA by 1 and grants Always: Protect.-Nirvana now boosts MA by 1 and grants Always: Regen.-Moonsilk Blade WP down to 16, may now inflict Confuse.-Orochi WP down to 10.-Golden Axe WP down to 26.-Fomalhaut WP down to 10.-Ras Algethi WP down to 9.-Onion Sword WP down to 18.-Moonblade WP down to 15, now grants Immune: Slow, Stop, and Immobilize.

-Zeltennia Castle Postern's Treasure Hunts are an Invisibility Cloak, an Elixir, a Barette, and a Cachusha.-Limberry Castle Inner Court Treasure Hunts are a Ribbon, an Elixir, a Nagnarok, and a Defender.

The issue is the straight ISO I used only the Patcher and Tactext on seems to work- but not ISOs that have been patched with the .ppf. That said, I've had some random crashes at Mandalia, so I'm not sure what's going on, since I haven't used any ASM.

Can you tell me more about this, Eternal? Like what version of PPF-0-Matic you used? And the type of disc image you used? There are 3 different revisions to the Playstation Patch Format, by the way. The newer ones aren't backwards compatible with the older ones.

Going to attempt a few other fixes for the crashing. PSP users will also get another bonus: I'm going to attempt to transplant the Multiplayer battles into normal ENTDs, so everyone can experience them!

So, I've noticed that Holy is still ridiculously strong and I'm trying to come up with a decent way to balance it. Aero's suggestion is to halve the power and CT (lowering the MP as well). This way it'd still be a Boostable offensive spell, but it wouldn't be as strong as it is now. Thoughts?

I'd like to note that there's going to be a shitload of changes for the next update, many of which revolve around monsters being more useable. Among these are monsters gaining more EXP as well as their regular attacks inflicting debuffs. Special units are also getting a better pool of R/S/Ms in their primary skillset, Worker 8's getting a large buff, and bosses will hopefully be less squishy. FFT: KO 2.0 should be done sometime today or tomorrow.

I'm actually deciding how I want to go about releasing it. It changes a lot of stuff, namely DD and monsters, and I'm not sure everyone will want all the changes. So I'm debating if I should keep 1.21 up for those people who don't want the monster changes and DD changes.

I'm actually deciding how I want to go about releasing it. It changes a lot of stuff, namely DD and monsters, and I'm not sure everyone will want all the changes. So I'm debating if I should keep 1.21 up for those people who don't want the monster changes and DD changes.

(Lame. The first thing I hear about when I wake up is Donna Summer having died. Boo....)

You should probably leave up 1.21 just so people have the option, especially if monsters and DD is all you touched.

Of course, if you're having such reservations about it, perhaps state more clearly what you did change before trying to decide, at least if you can only choose one or the other. I see nothing wrong with keeping up both, though, or perhaps even "just" making a 1.21b that updates humans without monster or DD changes.

-Arm/Leg Aim/Seal Evil have been buffed.-Adrammelech has been given a slightly altered skillset.-Meliadoul gains Innate: Secret Hunt.-Bahamut's CT and JP cost have been lowered.-Holy's power and CT have been halved. MP and JP costs have been lowered to compensate.-Monsters have been given more MP. This won't impact much, but will allow some of them to actually use their spells now.-Equip Axe is moved from Squire to Geomancer.-Monster Skill is moved from Squire to Mediator.-Worker 8 is given +1 Move, Innate: Fly and has had Counter replaced with Damage Split.-Celia and Lede (human) have been given increased HP.-The price for Potions, Hi-Potions, X-Potions, Ethers, Hi-Ethers, Remedies, and Phoenix Downs have increased.-Chakra/Stigma Magic now have proper vertical tolerance.-Cachusha/Barette/Ribbon's descriptions are fixed.-Monsters are given Gained EXP Up to more easily keep up with other party members and promote usage.-Protect/Shell vertical up to 1.-Protect 2/Shell 2/Haste 2/Slow 2/Wall CT have been buffed.-Rad comes with Mediator 3 unlocked.-Alicia comes with Lancer 3 unlocked.-Lavian comes with Geomancer 3 unlocked.-Agrias comes with Monk 5 unlocked.-Mustadio comes with Chemist 6 unlocked.-Rafa comes with Calculator 1 unlocked.-Malak comes with Ninja 1 unlocked.-Orlandu comes with Bard 2 unlocked.-Meliadoul comes with Dancer 2 unlocked.-Beowulf comes with Samurai 5 unlocked.-Human Reis comes with Mime 3 unlocked.-Sinogue has been turned into an Ultima Demon.-Chocobo Attack now inflicts Slow.-Tackle now inflicts Immobilize.-Bite now inflicts Oil.-Scratch now inflicts Blind.-Tentacle now inflicts Confuse.-Knife Hand now inflicts Sleep.-Throw Spirit now inflicts Undead.-Wing Attack now inflicts Stop.-Scratch Up now may dispel buffs.-Straight Dash now inflicts Innocent.-Leaf Dance now inflicts Silence.-Shake Off now inflicts Berserk.-Malboro Tentacle now inflicts Poison.-Stab Up now inflicts Doom.-Dash now inflicts Disable.-Triple Attack now inflicts Petrify.-Beowulf's Brave is increased.-Some damaging monster skills have been buffed slightly.-Mediators can now use Books.-Ramza is given Counter Tackle, Monster Skill, Gained JP Up, Gained EXP Up, Move-JP Up, and Move-EXP Up.-Mustadio can use Crossbows and Bows.-Agrias is given Defend, Equip Armor, Defense Up, Magic Defense Up, and Caution.-Meliadoul is given Attack Up, Counter, Faith Up, PA Save, and Jump +2.-Malak is given Sunken State, Speed Save, Fly.-Rafa is given Magic Attack Up, Half of MP, Abandon, Fly.-Orlandu is given Equip Sword, Move +1, Weapon Guard, and Brave Up.-Beowulf is given MP Restore, Move-HP Up, Move +2, and Absorb Used MP.-Reis is given Train, Monster Talk, Monster Skill, Counter Flood, and Dragon Spirit.-Kletian has been given Non-Charge.-Zalbag's Ruins have been made unevadeable and free.-Mustadio is given Equip Gun, Throw Item, Maintenance, Equip Change, and Concentrate.-Undead units will always revive some time after three turns.-Truth/Untruth spells have been made evadeable.-Byblos loses Energy.-Byblos gains each of the Bios.-Worker 8 gains Energy.-Destroy now removes Protect/Shell/Reflect/Defending from all enemies.-Compress now damages an enemy's MP.-Certain battles have been tweaked.-Defense Up/Magic Defense Up on bosses (Lucavi/Izlude excluded, they're tough enough).-Worker 7 now has ??? stats.-Monsters (including Worker 8, Byblos, Archaic Demons, etc.) HP multipliers have been increased by 25%.-Treants now absorb Water as well as Earth.-Minotaurs now absorb Earth and can use Earth Slash.-Malboros are no longer weak to Ice.-Ahrimans are no longer weak to Ice, are weak to Dark.-Tiamats now absorb Wind and are no longer weak to Ice.-The skillsets for the undead human units at Yuguo, Poeskas, Limberry have been revised.

I would like to add some more ENTD changes though, namely adding more battles akin to the 11 Monk battle people enjoy.

I think it sounds like a fine patch. Monsters become more usable and more competitive. Everybody wins. In my patch I actually phased all of the generic monster attacks out and replaced them with a generic attack skill which honestly feels all together lame. I think customizing those attacks with things like status effects, range, area, or alternative damage formulas is much more interesting and closer to the original spirit of the game.

I only really have two concerns. I like the idea of making the special units RSM better but is it a good idea? Generic units have to work harder to get those abilities and become even less interesting because of this. Your Special units more freedom to explore different areas of the job tree. Personally, I think you should keep Counter Tackle, Defend, Gained JP Up, and Move +1 on them all. Adding more to that is totally cool though. Agrias, Orlandu, and Meliadoul, and Beowulf need Equip Sword and Mustadio needs Equip Gun in his skillset. I think Move +2 is far to awesome to just be given away willy nilly.

Oh and keep up both patches if you're concerned. It's only natural for a patch to get further away from vanilla the longer it gets support.

In regards to giving special units better R/S/Ms early on, it's mainly to make up for the fact that you've probably unlocked at least some of the R/S/Ms you want on your generics before getting said characters. This allows special units to catch up more quickly, meaning less grinding overall, and also makes their base jobs a bit more interesting to develop in.

I've uploaded KO 2.0, feel free to try it out. For those who don't want the new stuff, I've also kept 1.21 up. 1.21 is pretty bug free, with the exception of some very minor text errors, so play whichever version you prefer. ^_^

Thanks to Dol's stream, I've discovered some issues with how units have been generated in DD from the ENTDs. I'm creating a fix for this and some other stuff I meant to do earlier but forgot. So I apologize for the inconvenience, but I'll have a fix up soon.

Elidbis will only cast Midgar Swarm and never Zodiac. Its due to the MA ratio being higher on Swarm than Zodiac I believe.

*Edit* You can get him to cast Zodiac, it just takes some manipulation. You need someone with Talk Skill & Monster Talk to raise his faith to 100, then raise the faith of your summoners some as well (youll want to break his MA a few times first!)

The (hopefully) final version is being tested by me as we speak. The biggest changes for 2.2 will be monsters getting different Monster Skills and some changes to Dispel and some small fixes. I'm saying this will be the last version... please don't find any bugs and make a liar out of me. :P

No, I meant the normal attachments in the original post. From some reason, despite trying to download various ways from both of them, I keep getting prompted only to download a picture of "index.php." I'm not really sure why that is, but it's definitely not working for me and this is the first time that it's ever happened. So I'm unsure what occurred in the month between my download of formerdeathcorps 'patch and today.

I think I've at least theoretically sussed out the problem: it might be occurring because I "downgraded" back to Firefox 8 due to the problems that Firefox 13 was giving me (and it's not like Firefox 12 was much better). That seems to be the only reason I can figure while I seem only able to download "index.php" while on here.

That said, going on a hunch about an hour ago, I decided to try downloading via Internet Explorer, and while the file still initially showed up as "index.php", it actually downloaded the .zip file. So I at least have one of the versions now, specifically 2.2.

I wonder if this affects other attachments for me now even though, as I said just above, things were working fine as recently as a month ago. I should probably try to test this with other attachments. If I can, then it's something wrong with the attachments in here (for me)....

Preparing to update to the next version of KO PSX, and here's a planned changelog. Thoughts? Anything I forgot?

-Fell Sword WP has been reduced. (PSP)-Plunder JP costs reduced. (PSP)-Aim skills are faster. (PSP)-Barrage returns, albeit only learnable on Mustadio Blue Mage style from Balthier in Midlight's Deep. (PSP)-Sylph is now properly Wind Elemental.(PSP)-Luso's stats have been increased. (PSP)-Foxbird has been renamed to Lubrication to match KO PSP. (PSX)-Summons now have longer CT and higher MP costs to match KO PSP. (PSX)-Break skills have become cheaper and are slightly more accurate. (PSX/PSP)-Negotiate/Beg now hits at MA+45%. (PSX/PSP)-Stasis Sword now inflicts Immobilize and costs 10 MP. (PSX/PSP)-Split/Crush Punch are now unevadeable and costs 5/10 MP each. (PSX/PSP)-Heave can now inflict Immobilize/Disable/Float. (PSX/PSP)-Many R/S/M skills cost less JP now. (PSX/PSP)-The Bio spells are now more clearly named. (PSX/PSP)-Gigaflare has been nerfed. (PSX/PSP)-Summons have been lowered to Blizzard power. (PSX/PSP)-Spells that didn't have CT have it again, more enemy-only spells have MP costs now. (PSX/PSP)-AI flags have been fully fixed. (PSX)-Hi-Potions now heal for 50, X-Potions for 100. Prices/JP costs have been lowered to compensate. (PSX/PSP)-Ivory Rod is now buyable at the start of Chapter IV. (PSX/PSP)-Persia is now buyable at the start of Chapter III. (PSX/PSP)-Cashmere is now available at the start of Chapter IV. (PSX/PSP)-Every type of item is available at every store now to match KO PSP. (PSX)-Sinogue is an Archaic Demon once more. (PSX/PSP)-Dispose range down to 4. (PSX/PSP)-Destroy now targets enemies surrounding oneself. (PSX/PSP)

I was reading through the logs, very nice work with this, however one thing, try not to change every ability due to "balance", every time you change stuff it gets further and further from vanilla, which is fine but I thought that was the point. I really like the idea of this mod though! Keep up the good work! :mrgreen:

KO PSX and KO PSP are still getting that promised update sometime later this month. I ran into a very large issue during testing (my bloody USB drive broke) so I had to start testing all over again. Fun times. That aside, things seem to have worked well so far during my last tests, so it's going smoothly.

I'm enjoying the paths taken with the Kind Of patch and in certain ways I like it as much as or even more than the Tactics Plus. This should get its own section, entirely.

Monsters actually have teeth. The ranged Choco-Cure makes grinding at Mandalia Plains a life-or-death situation. Not to mention Choco-Esuna being able to revive dead monsters. Altering every monster's initial attack to contain benefits as unavoidable or adding a debilitating condition is a stroke of genius.

I finished Chapter One and got the sudden idea: isn't there a music-free version of the game? Like you said, multiple patches can lead to errors, but can a simple patch to turn off the music work out after patching or should a music-free patch exist instead?

Oh, and this one's hard in a decent way: Tactics hard without pulling utterly infuriating stunts on the player. Excellent job so far. Looking forward to PSX2.4.

-Pigs properly have Paralyze and Frog now. (PSX)-Guest Agrias and Guest Gafgarion now properly join at Party Level. (PSX)-Salamander returns, and now inflicts Blind in addition to Fire damage, as a sort of physical foil to Sylph. (PSX/PSP)-Faerie JP Cost down to 200. (PSX/PSP)-Summoners now have a higher MP pool. (PSX/PSP)-Alicia, Rad, and Lavian come with 70 Brave and 70 Faith. (PSX/PSP)-Level 3 magic has had an MP cost increase. (PSX/PSP)-Cloud's Limits no longer require the Materia Blade, but do require a Sword to be used. (PSX/PSP)-Braver, Cross-Slash, and Omnislash are now based on PA and WP. (PSX/PSP)-HP Restore/Critical: Restore HP and Abandon/Reflexes have been removed. (PSX/PSP)-Robe of Lords is now Initial: Protect/Shell, no longer grants 2 MA. (PSX/PSP)-Chocobo Cure no longer has AoE. (PSX/PSP)-Attack Boost and Arcane Strength's JP costs have been increased. (PSX/PSP)

I gave Zalmo MBarrier for his second fight, totally forgetting he had a -first- fight, and in the first fight, he comes with a heap of defensive R/S/M stuff, so the battle drags on for ages. As for a list of changes, you can view that in the very first post.

FFT: KO is getting a small update next week that'll feature a very fun new feature. Basically, you won't get any random encounters if you're moving to a town. If you want to train, just select a map spot with random fights and the encounter rate will be 100%. Useful for those who don't want to constantly load/save state as they're moving from one point of the map to another. Additionally, there will be another few small fixes included.

FFT: KO is getting a small update next week that'll feature a very fun new feature. Basically, you won't get any random encounters if you're moving to a town. If you want to train, just select a map spot with random fights and the encounter rate will be 100%. Useful for those who don't want to constantly load/save state as they're moving from one point of the map to another. Additionally, there will be another few small fixes included.

Hey Eternal, so far I have liked the changes in the mod, although they are taking me a bit to get used to. I started out with 2.41 but switched to 1.21 because the monsters made me want to smash my head into a wall. The weird thing is I liked the other changes in 2.41 and noticed some slight differences when I dropped back down to 1.21. Is there a future plan to merge 1.21+2.41 minus the roided monster abilities? Also last question since I am new to this psx modding scene. If I have a save file in 1.21 and you put out an update for it, would I have to start the game all over again?

At this time, no. 1.21 is meant to be very strictly close to Vanilla, as an option for those who don't enjoy 2.41's changes. Let me guess- it was Chocobos who made you want to smash your head against a wall, right? :P

If so, they're much rarer now and are slightly easier to put down in 2.5, which will be released sometime this week. Save files will transfer perfectly fine, just be sure that when I update it and release the new patch that you patch a clean ISO.

Cool, thanks for the reply and yes it was the Chocobos' long range heal and revives.

Honestly this has been the most frustrating weekend of gaming for me in a while. I started with 1.3 easytype and got beat down and then went to FFT Plus and not much luck there. So I tried KO and was getting curb stomped by monsters. Even with all this I still actually benefited. I took a step back, did more research and started 'strategerizing' better and now I am comfortably playing FFT Plus. This experience made me realize how much about this game I didn't know. Either way, great job by you and Dome.

Well, like I said, Chocobos are being nerfed for 2.5, so you shouldn't have nearly as much of an issue with them then. Really, the key to easy fights in KO (and KO Critical Mode when it comes out) are Protect/Shell/Regen/Poison. They last nearly the entire fight, and can really make your life easier. Not so much against Chocobos, but in other tricky fights.

That's because most patches don't change Guest AI- KO and FFT+ don't either. I debated for a very long time about whether I should make Guests controllable for KO or not, and I ultimately decided not to simply because I wanted KO to stay true to Vanilla as that was the entire point of the patch.

I will say that if you do continue playing the current version of KO until the update or whatever, training at Sweegy is a breeze. Skeletons aside, most of the enemies there go down fairly easily, allowing you to JP Grind at will.

I'm nearing the end of a game using this mod. This was my first time trying any FFT mod, and it has generally been a positive experience. The mod was easy to utilize for someone with no technical knowledge, and gameplay has been fun.

I only noticed two things that seem like bugs:

The "high faith" message at the end of each battle for generic characters is bugged. Characters with faith too high (85 or more) all say one of the "low brave" messages: "I'm...I'm afraid. I'm afraid of dying!" They don't cycle through all the low brave messages either, only this one line is invariably repeated every time by every character whose faith is too high.

In Chapter 4, Ramza in his Squire class is able to equip every single type of armor and weapon in the game. If this is intended that's fine, but it seemed strange to me.

Also, I think it was a bad decision to change "Move MP Up" to the Dancer skillset. The mod really exagerrates the original game problem of nearly useless spellcasting to the extreme point of totally useless spellcasting, and this one point in particular seems to be the icing on that cake (namely, now male spellcasters are implausible as they cannot reliably maintain MP). As I said, I'm nearing the end of chapter 4, and I've used the same five physical attack characters in the same setups in every battle, finding no reason to change anything. I've enjoyed playing the mod-- lack of fun certainly isn't the issue here. But by reducing spellcasting to total irrelevance, there is a noticeable lack of variety or game balance if that was one of the mod's major goals.

Apart from the first chapter when I was figuring out how the mod plays, I've only used five characters to play through the whole game:

Overall, I'd say the author did a good job on this mod because the result is fun to play and there are no technical problems, even though I don't agree with some of the game design choices the mod presents.

Hey Enoch! Welcome to FFH, and thanks for playing KO! It's actually very interesting that you posted when you did, since I've been working over the course of the past few weeks on a much-needed update. I'm glad you found it enjoyable! I'll address your concerns, since I have a few of my own with what you've mentioned.

In regards to the high Faith and Chapter IV Ramza points, did you patch a clean, unmodded ISO? These aren't changes that were made with the mod and shouldn't be happening. I double checked the Patcher, and have confirmed that Ramza shouldn't be able to equip everything. My concern is that this may be being caused by patching KO on top of other mods, causing these issues.

In regards to spellcasting, the update I'm working on makes magic more useful, but I would argue magic is already pretty good. Black Magic decimates everything early game, Summons are safe, Time Magic statuses turn the tide of battle, etc. The update I'm working on buffs Summons and Time Magic while giving more MP to certain jobs. As far as Move-MP Up and MP Switch are concerned, I'm also working on a way to move those off of Bard/Dancer and return them to normal. There's a hack that causes damage to overflow from MP, which I want to use, but I want to ensure it's safe to use first.

Thanks for the mod. I'm wrapping up the Deep Dungeon right now, and will go into the final battles soon. Overall I enjoyed a lot of your customizations, such as the class changes and the different item functionality. Having enemies match the player's level in story battles and only having to do random encounters when desired were also wonderful improvements-- the latter was one of the things that usually makes me get bored and lose interest when playing the standard/original game.

My technical knowledge is zero, but as far as I know I used a clean iso when applying your mod. I just copied the iso I've been using for many years of the regular game, but I don't know the version or anything (nor how to check the version). My emulator is psx 1.13.

I looked just now, and it's just all armors and helmets Ramza Squire can equip, rather than all items. For weapons he is properly limited to swords, flails, daggers, and shields, and in accessories he can't use women's items (as it should be), so sorry for misreporting on that aspect.

(http://i.imgur.com/NwVRHdL.jpg)

(http://i.imgur.com/z5evoFY.jpg)

On the high faith comments using low brave quotes, other than as you mentioned maybe my iso isn't standard (I've had it so long I don't remember anymore where it came from), the only unusual thing I did was that I wasn't satisfied with some of the original recruits (the ones that come along with Ramza from the military academy at the start of the game), so I gamesharked them to have Brave and Faith that I wanted in Chapter 1.

On the game balance, I think I could have used spellcasters or other characters successfully, but the difficulty would have been much greater and the battles would have taken much longer. The physical attack team I've been using (described earlier) are true behemoths, almost always cutting down all enemies in a five turns or less. So perhaps it's these physical characters who are too strong rather than mages being too weak, that's certainly possible. I'd say throughout the whole game so far only one battle gave me serious difficulty-- at Nevelska against Worker 7. I had to reset that one a number of times to win while also getting the shield and javelin buried items.

Keep up the good work. I'll definitely keep an eye out for updates, as I'd much prefer playing your mod to the regular version of the game.

oh yeah if anyone cares what i ended up doing for that stuff in March was going into the ISO with HXD I believe (any hex editor will do, though), and just searching for the region code and replacing it i believe twice or so.

So, here's a preview of what the next update will have. The focus of this next update will be making monsters and Ramza more useful, fixing oversights, adding a bunch of quality of life changes, and restoring some thing that weren't in the original Vanilla FFT. To that end, it diverges slightly from KO's original intentions of keeping everything the same as Vanilla, which is why I'll be leaving the older updates up. That said, I think these changes will make the game more enjoyable to both new fans of the game and long-time vets. I'm hoping to release the patch once I'm done testing. I'm currently at Adrammelech, so that should be fairly soon.

-QUALITY OF LIFE CHANGES-

-Pressing L2 + Square will increase the game's speed drastically. This can be disabled by pressing R2 + Square.

-Holding the X button allows you to fly through dialogue.

-By selecting Defend, you are now taken to a skillset to select Defend instead of it happening automatically- no more unintended Defends!

-Sound Test is enabled, has translated track names, and can be accessed by selecting PolkaPolka as Ramza's name from the start. No notes are added just yet, but they will be in future updates.

-You no longer need Secret Hunt to enter the Fur Shop.

-Only the player can find items via Move-Find Item.

-In battles with two units, it is no longer required to have units in the second squad. Useful for True Solo Challenges!

-Previously unused music has been sprinkled throughout the game, ensuring that every track is used. Don't worry- fan favorites such as Battle on the Bridge at Zirekile, Antidote at Goland, and others have been untouched!

-BUG FIXES-

-There have been some minor text corrections.

-Gafgarion no longer has Meatbone Slash set as a Support at Golgorand.

-Mustadio now correctly joins at Party Level.

-Zalmo I now correctly battles you at Party Level.

-The JP Scroll Bug has been fixed. (How did this one elude the first several updates?)

-STATUS CHANGES-

-Regen now persists past death, making it a great status to use if you think an ally will die. Cast it beforehand, and if they die, they become easier to heal back from low HP after revival.

-Poison now persists past death. If you're facing sandbaggy enemies, casting Poison is a great way to whittle down their HP and prevent them from sandbagging after revival quite as easily. That said, it's a common ailment, so you'd better be ready for it to be landed on you as well!

-Frog no longer persists past death.

-Silence no longer persists past death.

-Blind no longer persists past death.

-Oil no longer persists past death.

-JOB CHANGES-

-Algus can now use Shields.

-Undead Archers now have 4 Jump.

-Many playable jobs have had slight modifications to their stats. For example, Archers now have slightly more MP. These changes are more-or-less small, but are there nonetheless.

-ABILITY CHANGES-

-Esuna 2 now has an AoE of 2.

-Blind is more accurate.

-Wall's MP cost has been reduced to 10 and is now more accurate.

-Moogle now restores more HP.

-Moogle MP cost down to 12.

-Shiva/Ramuh/Ifrit/Titan now deal increased damage.

-Shiva/Ramuh/Ifrit/Titan MP cost down to 18.

-Carbunkle MP cost down to 20.

-Bahamut now deals increased damage.

-Bahamut's JP cost is up to 900.

-Bahamut's CT is up to 10.

-Odin MP cost down to 45.

-Odin no longer deals damage, instead inflicts Death in a large AoE.

-Odin's JP cost is down to 750.

-Leviathan now deals increased damage.

-Leviathan AoE down to 2.

-Salamander now deals increased damage.

-Silf now deals increased damage.

-Lich MP cost down to 30.

-Lich CT down to 7.

-Cyclops MP cost down to 12.

-Cyclops now deals reduced damage.

-Cyclops JP cost down to 100.

-Cyclops CT down to 5.

-Caution JP cost down to 100.

-Zodiac has had its damage greatly boosted from prior versions.

-Accumulate's MP cost has been increased to 14.

-Scream now bestows the user with Reraise.

-Dispel Magic/Dispel 2/Dispel (Beowulf)/Odd Soundwave no longer deals damage, are now more accurate and are faster where applicable. This change was reverted, since many enemies were immune to it before due to the formula used (notably bosses), and in turn made Dispel useless in boss fights where it mattered most. Level Blast remains unchanged.

-Haste/Slow now cost 10 MP, rather than 15.

-Haste 2/Slow 2 now cost 35 MP, rather than 45.

-Stop now costs 15 MP, rather than 30.

-Don't Move's AoE is back up to 2, vertical of 1.

-Don't Move's MP cost is back down to 10.

-Float's MP cost is down to 5.

-Demi MP cost is down to 10.

-Demi 2 MP cost is down to 30.

-Praise/Preach/Solution/Threaten now affect Brave/Faith by 10, rather than 15.

-Paralyze AoE is back up to 1.

-Demi 2's accuracy has been slightly increased.

-Wave Around now deals full damage around the user, but is Evadeable.

-Grease Touch now inflicts Oil and Don't Move.

-Shine Lover now cancels Charging and Performing.

-Lifebreak is now instant.

-Thunder Breath now deals MA*4 damage (rather than what it was prior, MA*3) to match the other Breath attacks.

-Gather Power now boosts PA by 1, rather than 2.

-Midgar Zolom CT down to 7.

-Parasite can now once again inflict Oil, Blind, Silence, and Poison in addition to Stop, Don't Move, and Don't Act.

-Kiyomori now bestows either Protect or Shell around the user as previously.

-Chirjiraden now deals increased damage.

-MP Switch is now on Dancers and Move-MP Up is now on Bards.

-Only one Bio spell, now inflicts Poison, CT down to 2, AoE up to 2.

-Only one Bio 2 spell, now deals damage and inflicts Slow, MP cost down to 16, CT down to 4, AoE up to 2.

-Only one Bio 3 spell, now inflicts Undead, MP cost down to 24.

-Drain is now back in Beowulf's skillset, acts similarly to Night Sword but cannot be evaded.

-Cheer Song/Slow Dance now have 25% accuracy.

-Nameless Song can no longer bestow Haste, can now bestow Float instead.

-Nameless Dance can no longer inflict Confuse/Slow, can now inflict Oil/Innocent in addition to the rest of its statuses.

-Nameless Dance accuracy back down to 50%.

-RAMZA CHANGES-

-Guts abilities now "evolve" as Ramza's job does. In Chapter I, Ramza has access to all of his Guts skills (except Ultima, of course), and these skills get stronger as the game progresses, making Guts a viable skillset throughout the game.

-Chapter II Ramza can once again use Helmets, Armor, and Shields.

-Chapter IV Ramza can now use every item in the game, making him the jack-of-all-trades he was originally intended to be.

-Accumulate in Chapter 1 is the same as it currently was.

-Accumulate in Chapter 2 has its range boosted to 4, allowing Ramza to boost the PA of his allies.

-Yellow Chocobos have the most HP of all the Chocobos, and as such act as durable healers and tanks, and are the only source of AoE revival in the game. Their Choco Esuna not only revives, but can cleanse every debuff as well as healing some HP if it clears a debuff. Further, mounting a Chocobo allows the rider to regenerate HP upon moving.

-Black Chocobos have the most Move and Evasion of the Chocobo family and allow their rider to fly over obstacles. They act as mixed units, able to revive/cleanse debuffs with Choco Esuna and attack from afar with Choco Ball, but lack the HP and straight HP healing of the Yellow Chocobo.

-Red Chocobos have the highest offensive stats of the Chocobo family, allowing them to deal heavy PA and MA based damage to units from afar, and allow their rider to ignore elevation differences and (for the one map it matters) allows their rider to move on top of lava. Despite their offense, Red Chocobos have no means to heal or revive, however.

GOBLINS:

-Goblins lose Armor Break and gain Steal Armor.

-Goblins have the highest Speed of their class, being able to easily land Steal Armor and quickly run around the field landing Eye Gouges to Blind and Don't Act enemies.

-Black Goblins lose Weapon Break and gain Steal Weapon.

-Black Goblins have the highest PA of their class and specialize in doing damage with Tackle and Turn Punch, but can also steal an enemy's weapon to ensure their own survival and are best suited to using their Monster Skill, Mutilate with their high PA.

-Gobbledegucks have the highest HP of their class to best utilize Goblin Punch and are one of only two monsters with Monster Skill innate, allowing them to synergize well with other monsters.

BOMBS:

-Bombs (the entire family) lose Cannot Enter Water (which was a waste of an ability slot, since they have Innate: Float)

-Small Bomb (their Monster Skill) now heals the Bomb's HP by MA*3 with a chance to bestow Reraise, and is Fire Elemental, meaning it can be boosted by Oiling the user.

-Bombs have the highest HP and PA of the family, allowing them to deal massive damage with both Bite and Self-Destruct, and having high HP increases the HP threshold needed to trigger Critical Quick, making them great Self-Destructors.

-Grenades have the highest MA of the family and specialize in attacking from afar, allowing them to deal high damage with Flame Attack and have high accuracy with Unction, which inflicts Oil. Combining the two allows Grenades to deal tremendous damage to single targets. Grenades can also cast Unction immediately without a CT, unlike Human Oracles.

-Explosives have the highest Move and Speed of the family, allowing them to quickly get in the middle of enemy groups and unleash Spark while keeping themselves alive at the same time.

COEURLS:

-Red Panthers have the highest Move of the group, allowing them to position themselves advantageously and are very effective with Chakra, acting as effective early game healers and MP batteries.

-Cuars have the highest Evasion and Speed of the group, allowing them to get close to the enemy and attack with little fear from attacks, but they can also act as pinch revival specialists with their high Speed and Revive, making them deadly and annoying enemies all the same.

-Vampires have the highest MA of the group, allowing them to easily land Undead with Blood Suck and Petrify/Stop with Blaster.

MINDFLAYERS:

-Mindflayers (the family) lose Counter Magic and gain Counter Flood as their Reaction.

-Pisco Demons have the highest MA of the group, allowing them to deal heavy single-target damage and Slow with Aqua Soul as well as easily land their (now instant) Confusion Songs. They are also the second of only two monsters with Innate: Monster Skill, making them great for teams full of monsters, but unlike Gobbledegucks, are more about staying away from the front lines.

-Squidlarkins are the opposite of Pisco Demons, specializing in having the highest HP and PA of the group, acting as a warrior of the Mindflayer family. Squidlarkins specialize in dealing damage from afar and inflicting Blind with their (weak) Black Ink attack, softening enemies up for when they get close enough to Tentacle them to death- all while having a chance to inflict Confuse with Tentacle. Should enemies be severely buffed by the time the Squidlarkin draws near, it can remove all buffs in a wide area around itself.

-Mindflares are the fastest of the group, allowing them to quickly fire off Mind Blasts and Black Ink, with Berserk and Blind being a deadly combo.

SKELETONS:

-Skeletons are the tankiest of the family, having the highest HP and PA to take advantage of Knife Hand (which drains HP). As they draw close to the enemy, they can use Thunder Soul to deal damage and possibly inflict Don't Act on the enemy, leaving them all the more vulnerable, or they can opt to stay back and use Zombie (which would make their Knife Hand useless, however) and Thunder Soul to act as a tanky mage.

-Bone Snatches have the highest Speed of the family, allowing them to quickly fire off Death spells to heal themselves (or Undead allies) or to just flat out fry enemies. They can opt to also use Aqua Soul from afar to damage and Slow an enemy, as well, which may in some cases be optimal compared to Death.

-Living Bones have the highest MA of the group, dealing heavy single-target damage with a chance of Silence (via Wind Soul) or Stop (Ice Soul), and are more or less the mages of the family, but can still be very tanky via Knife Hand and, as with all Undead, can never truly be slain.

GHOSTS:

-Ghosts lose MP Switch and gain Damage Split as their Reaction.

-Ghouls have Teleport 2 and the highest Evasion of their family, specializing in lobbing (now instant for them) Poison spells at large groups of enemies while deftly dodging attacks. As such, Ghouls make for a wonderful distraction and evade tank, but lack the HP to take too many direct blows. However, they do have Sleep Touch (with a range of 2), which inflicts Sleep and Death Sentence on the enemy, allowing them to cripple the enemy before the rest of the team comes close.

-Gusts are the tankiest of the group and can use Demi (instantly) to heal themselves while damaging enemies. They have the highest HP, making Demi all the more effective on themselves, and can inflict Oil and Don't Move on a target with Grease Touch.

-Revnants have the highest Speed of the family, specializing in quickly slinging (instant) Stop spells into groups of enemies to halt their attacks while draining MP with Drain Touch from enemy mages.

AHRIMANS:

-Ahrimans lose Circle and gain Mute as their Monster Skill.

-Ahrimans lose Damage Split and gain Counter Magic as their Reaction.

-Flotiballs have the highest HP of the group to take advantage of Lifebreak and can dispel all buffs from enemies by using (instantly) Dispel Magic, allowing them to act as a physical fighter that has the mobility to back off and Lifebreak when the going gets rough.

-Ahrimans have the highest MA of the group, allowing it to easily fry anything stupid enough to lob spells at it with Counter Magic, and it can utilize its high MA to easily debuff enemies with Look of Fright and Look of Devil. Counter Magic and Look of Fright in particular make it great to use against Lucavi, which use magic and are susceptible to having their Brave lowered.

-Plagues have the most Move and Speed of the group, allowing it to quickly inflict Death Sentence on the enemy's party, and is also of great use in Lucavi fights where they can use Circle to lower the enemy's MA.

COCKATRICES:

-Cockatrices lose Beaking and gain Quick as their Monster Skill.

-Every monster in the Cockatrice family can cast their spells instantly.

-Juravises have the highest HP and Evasion of the group, specializing in casting Slow on enemies until it gets close, and then using Scratch Up and Eye Gouge to cripple enemy forces as they get close.

-Steel Hawks lose Scratch Up, gain Feather Bomb.

-Steel Hawks have the highest Speed of the group and focus on staying far away from the enemy and playing support while being as fast and annoying as possible, being able to instantly cast Haste and cancel enemy spells with Shine Lover. To attack, they use Feather Bomb which allows them to stay out of the fray while still dealing damage.

-Cockatorises lose Feather Bomb, gain Beaking.

-Cockatorises have the highest MA of the group, making Beaking, Stone Beak, and Quick easily land on their targets, which can easily change the tide of the fight. Like Ahrimans, Cockatorises are great in boss fights, but unlike them, Cockatorises are better against human enemies, which tend to use PA more than MA.

PIGS:

-Uribos have the highest Speed of the family and focus on quickly debuffing enemies with Paralyze and Nose Breath (Don't Act and Charm respectively), while dealing heavy physical damage and Charm with Straight Dash.

-Porkys have the highest HP and Evasion of the family, acting as the physical attacker of the bunch and focuses on inflicting Frog and Poison to cripple enemy forces as the Porky draws close enough to deal heavy Straight Dash damage.

-Wildbows are the most varied of the bunch, having the ability to go on the offense or defense with ease. They have the highest Move/Jump of the group and can deal heavy physical damage with Straight Dash, fully revive an ally with Oink, or Charm an enemy with Nose Breath.

TREANTS:

-Woodmen have the highest MA of the group, allowing them to deal the most damage with Leaf Dance and can land Silence Song (and Raise2 with Monster Skill!) instantly and accurately while being the best MP battery in the game with Magic Spirit.

-Trents have the highest Speed of the family and can revive units from afar as well as heal allies. Though they lack Non-Charge Raise2, they can Raise without needing a Monster Skill unit, and is one of the best healers in the game, but can't cleanse debuffs.

-Taiju have the highest HP and Move of the family, allowing it to get close to the enemy and bomb them with Leaf Dance, using Protect/Calm Spirit on allies as everyone gets close to the enemy.

MINOTAURS:

-Bull Demons act as one of the game's best tanks, having the highest HP of the group while being able to inflict Berserk to get enemies to come close and only use regular attacks. Bull Demons aren't particularly mobile, but can use Wave Fist to make up the difference until it gets close to the enemy (or if the enemy is far away and can't be Berserked).

-Minotaurs have the highest PA of the group and specialize in AoE damage, being able to use Earth Slash to attack from a distance and Wave Around to strike around the user. The Minotaur can also use Blow Fire on enemies that are immune to Earth or are resistant to physical strikes. Earth Slash can also be used to heal fellow Minotaurs.

-Sacreds have the highest Move of the group and also act as a tank, specializing in Immobilizing nearby enemies with Mimic Titan so that they can't move away from the Sacred. It can also temporarily make itself more vulnerable and use Gather Power to boost its own PA so that it can more easily crush enemies that it catches in its net with Mimic Titan.

MALBOROS:

-Malboros lose Counter Flood and gain Regenerator as their Reaction.

-Morbols have the highest HP and PA of the group, acting as a hardy warrior that can get close to enemies, debuff them, and deal heavy damage with Malboro Tentacle while further reducing their HP with the Poison effect of Malboro Tentacle.

-Ochus are the tankiest of the Malboro family, being able to regenerate HP while moving in addition to Regenerator. They can also inflict Frog and Don't Move to trap enemies in disadvantageous positions while crippling their defenses.

-Great Morbols have the highest MA of the group and as such, can easily land Bad Breaths while dealing damage (and Poison) from afar with Bio. They act as ranged units, staying back and then unleashing all sorts of hell when the weakened enemy gets close.

BEHEMOTHS:

-Behemoths are mixed attackers, being able to use Bolt 2 to attack the enemy from afar, or it can use Gather Power and Stab Up to viciously destroy the enemy as it gets close. How you choose to play the Behemoth is up to you, though they do have the highest PA of the group.

-King Behemoths are all about tearing through the enemy's defenses, and they have the highest Move and HP of the group. They can use Sudden Cry to deal damage with a chance of removing all of the enemy's buffs, and it can also use Weapon Break and Armor Break to leave the enemy defenseless. If the enemy is already broken and doesn't have a Weapon or Armor, the Breaks can be used to deal more damage than Sudden Cry.

-Dark Behemoths are the mages of the group, having the highest MA of the group and synergize well with Undead monsters, being able to use Demi to heal itself and its allies, and can cast Don't Move to lock enemies in place as its allies attack from afar.

DRAGONS:

-Dragons (tier 1) now absorb Thunder and are weak to Water.

-Dragons (tier 1) have the highest MA of the family, being able to easily land Threatens from afar and highly damaging Thunder Breaths when the enemy gets close.

-Blue Dragons have the highest HP and Speed of the family and are able to cure other Dragons' HP and statuses, making them synergize well with Dragon and Hydra themed teams. When not paired with other Dragons, Blue Dragons are still the fastest of the group and are able to quickly get to enemies and blast them with AoE Ice Breath. Having the highest HP and Speed also synergize well with its Reaction, Dragon Spirit.

-Red Dragons have the highest Move and PA of the family and specialize in AoE damage with Tail Swing and Fire Breath. As it gets close enough to use those skills, it can use Dragon PowerUp to buff itself and other Dragon/Hydra allies.

HYDRAS:

-Hyudras are mixed attackers and have the highest HP of the group, being able to switch between Triple Attack for Petrify in melee range and Dark Whisper from afar for heavy damage and Sleep, or being able to kill bosses easily with Triple Thunder.

-Hydras specialize in melee combat and have the highest Move of the group, using Triple Attack and Triple Breath to take out entire groups of enemy combatants at once with sheer damage and Petrify.

-Tiamats have the highest MA of the group and are the mages of the bunch, using Triple Flame, Triple Thunder, and Triple Breath to take advantage of its high MA.

OTHER MONSTERS:

-Apandas are faster and have more MP.

-Apandas lose Counter Flood and gain Absorb Used MP.

-Archaic Demons are faster and have more MP.

-Archaic Demons lose Counter and gain Counter Flood.

-Ultima Demons are faster and have more MP.

MISCELLANEOUS CHANGES:

-The starting units at Gariland now start with set 60 Brave and 60 Faith.

There will likely be more changes as I continue testing, but this is what's brewing right now. Miraculously, most of these changes were done on my laptop when my desktop was dead. Even though I couldn't mod A2 because of my desktop being dead, I wasn't going to just sit around doing nothing, haha. Thoughts and input welcome, as always!

I continue to be impressed with your creativity and your ability to reinvent the wheel. Bravo sir.

With Regards to the changes:

Ramza: I've done similar things with Ramza's skills in my personal patches but nothing this intricate or organized. Making him an onion knight as well is icing on a very tasty cake.

Monsters: Again, I've done something similar to this in the past. I've made sure that each monster family had a specific function with a minor variation between specific monsters. You've taken this idea to it's extreme and it's brilliant.

Deep Dungeon: Your changes to the deep dungeon are flavorful and fun. Bringing back the unique items without having to search around for them in the dark is much more fun.

I had planned to release a different vanilla patch with many of the same mechanical changes that included a new translation. Rather, than going back to the drawing board, I'm going to discontinue the mechanical changes altogether and solely focus on the translation. Personally, I believe KO is the definitive vanilla FFT experience. Great work.

The update sounds like it has a lot of interesting changes that will be fun to explore.

I'm not sure if anything can be done, but one other thing I noticed when I was playing recently that seemed like a bug concerns enemies in the Deep Dungeon who were previously allied with the player. They're able to trigger exits for the player's team.

For example, on one of the first Deep Dungeon levels (maybe the first), Algus was among the enemies. While Algus was moving around, he landed on the trigger square and kindly opened up the next level for my people.

The update sounds like it has a lot of interesting changes that will be fun to explore.

I'm not sure if anything can be done, but one other thing I noticed when I was playing recently that seemed like a bug concerns enemies in the Deep Dungeon who were previously allied with the player. They're able to trigger exits for the player's team.

For example, on one of the first Deep Dungeon levels (maybe the first), Algus was among the enemies. While Algus was moving around, he landed on the trigger square and kindly opened up the next level for my people.

25000000 = Any unit can trigger the event upon stepping on a specific square. I'm pretty sure that it doesn't have to be player controlled, because I managed to accidentally create a map that won itself by removing the requirement for Ramza to have to step on the switches, and an enemy stepping on it triggered the end of the map.

010001000000 = Coordinates of exit - in this example, (1,1) is an exit.

I already told him how to find it on his own via IRC, since I knew it was this from the beginning. He will never learn this stuff if we do it for him :D

[18:31] <&Elric> sounds like you flagged him weird or something[18:31] <Eternal> It's tied to an event.[18:31] <&Elric> no[18:31] <&Elric> it's tied to a condition[18:31] <Eternal> And since you're the master of unloc- events, I figured I'd pick your brain.[18:33] <&Elric> but yeah, thats not event related[18:34] <&Elric> maybe you should read the attack.out condition?[18:34] <&Elric> and see if it ever even specifies player team only

It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything.

FFT KO 2.6 Changelog:

-QUALITY OF LIFE CHANGES-

-Pressing L2 + Square will increase the game's speed drastically. This can be disabled by pressing R2 + Square.-Holding the X button allows you to fly through dialogue.-By selecting Defend, you are now taken to a skillset to select Defend instead of it happening automatically- no more unintended Defends!-Sound Test is enabled, has translated track names, and can be accessed by selecting PolkaPolka as Ramza's name from the start. No notes are added just yet, but they will be in future updates.-You no longer need Secret Hunt to enter the Fur Shop.-Only the player can find items via Move-Find Item.-In battles with two units, it is no longer required to have units in the second squad. Useful for True Solo Challenges!-Previously unused music has been sprinkled throughout the game, ensuring that every track is used. Don't worry- fan favorites such as Battle on the Bridge at Zirekile, Antidote at Goland, and others have been untouched!

-BUG FIXES-

-There have been some minor text corrections.-Gafgarion no longer has Meatbone Slash set as a Support at Golgorand.-Mustadio now correctly joins at Party Level.-JP Scroll Bug is fixed.

-Algus can now use Shields.-Undead Archers now have 4 Jump.-Many jobs have had slight stat changes, mostly buffs.

-ABILITY CHANGES-

-Esuna 2 now has an AoE of 2.-Blind is more accurate.-Wall's MP cost has been reduced to 10 and is now more accurate.-Moogle now restores more HP.-Moogle MP cost down to 12.-Shiva/Ramuh/Ifrit/Titan now deal increased damage.-Shiva/Ramuh/Ifrit/Titan MP cost down to 18.-Carbunkle MP cost down to 20.-Bahamut now deals increased damage.-Bahamut's JP cost is up to 900.-Bahamut's CT is up to 10.-Odin MP cost down to 45.-Odin no longer deals damage, instead inflicts Death in a large AoE.-Odin's JP cost is down to 750.-Leviathan now deals increased damage.-Leviathan AoE down to 2.-Salamander now deals increased damage.-Silf now deals increased damage.-Lich MP cost down to 30.-Lich CT down to 7.-Cyclops MP cost down to 12.-Cyclops now deals reduced damage.-Cyclops JP cost down to 100.-Cyclops CT down to 5.-Caution JP cost down to 100.-Zodiac has had its damage greatly boosted from prior versions.-Accumulate's MP cost has been increased to 14.-Scream now bestows the user with Reraise.-Dispel Magic/Dispel 2/Dispel (Beowulf)/Odd Soundwave no longer deals damage, are now more accurate and are faster where applicable. This change was reverted, since many enemies were immune to it before due to the formula used (notably bosses), and in turn made Dispel useless in boss fights where it mattered most. Level Blast remains unchanged.-Haste/Slow now cost 10 MP, rather than 15.-Haste 2/Slow 2 now cost 35 MP, rather than 45.-Stop now costs 15 MP, rather than 30.-Don't Move's AoE is back up to 2, vertical of 1.-Don't Move's MP cost is back down to 10.-Float's MP cost is down to 5.-Demi MP cost is down to 10.-Demi 2 MP cost is down to 30.-Praise/Preach/Solution/Threaten now affect Brave/Faith by 10, rather than 15.-Paralyze AoE is back up to 1.-Demi 2's accuracy has been slightly increased.-Blood Suck (Vampire) now absorbs 10% HP from the target and inflicts Blood Suck.-Wave Around now deals full damage around the user, but is Evadeable.-Grease Touch now inflicts Oil and Don't Move.-Shine Lover now cancels Charging and Performing.-Lifebreak is now instant.-Thunder Breath now deals MA*4 damage (rather than what it was prior, MA*3) to match the other Breath attacks.-Gather Power now boosts PA by 1, rather than 2.-Midgar Zolom CT down to 7.-Parasite can now once again inflict Oil, Blind, Silence, and Poison in addition to Stop, Don't Move, and Don't Act. -Ulmaguest, Hurricane, and Gigaflare are now affected by Silence.-Darkness (Skeleton Monster Skill) now also inflicts Undead alongside Blind and Innocent.-Beak gets renamed to Stone Beak to prevent confusion between Beak and Beaking.-Distribute is switched from Calculators to Priests.-Praise/Threaten/Preach/Solution JP cost down to 200.-Phoenix Down JP cost down to 0.-Equip Sword/Katana/Spear/Crossbow/Gun/Axe now only cost 100 JP.-Reraise/Regen/Protect/Protect 2/Shell/Shell 2/Wall/Esuna/Frog/Haste/Haste 2/Slow/Slow 2/Stop range up to 4.-Dispose's Range is now properly reduced to 4.-Kiyomori now bestows either Protect or Shell around the user as previously.-MP Switch is now on Dancers and Move-MP Up is now on Bards.-Only one Bio spell, now inflicts Poison, CT down to 2, AoE up to 2.-Only one Bio 2 spell, now deals damage and inflicts Slow, MP cost down to 16, CT down to 4, AoE up to 2.-Only one Bio 3 spell, now inflicts Undead, MP cost down to 24.-Drain is now back in Beowulf's skillset, acts similarly to Night Sword but cannot be evaded.

-RAMZA CHANGES-

-Guts abilities now "evolve" as Ramza's job does. In Chapter I, Ramza has access to all of his Guts skills (except Ultima, of course), and these skills get stronger as the game progresses, making Guts a viable skillset throughout the game.-Accumulate in Chapter 1 is the same as it currently was.-Accumulate in Chapter 2 has its range boosted to 4, allowing Ramza to boost the PA of his allies.-Accumulate in Chapter 4 drops the MP cost, allowing Ramza to boost his allies' PA freely.-Dash in Chapter 1 is the same as it currently was.-Dash in Chapter 2 has its power boosted.-Dash in Chapter 4 has its power boosted even further.-Throw Stone in Chapter 1 is the same as it currently was.-Throw Stone in Chapter 2 has its power boosted.-Throw Stone in Chapter 4 has its power boosted even further and now has a range of 5.-Heal in Chapter 1 is the same as it currently was.-Heal in Chapter 2 now cures all debuffs.-Heal in Chapter 4 now cures all debuffs and revives fallen allies- if a debuff is cured or an ally is revived, they heal 20% HP.-Yell in Chapter 1 is the same as it currently was.-Yell in Chapter 2 now has perfect accuracy.-Yell in Chapter 4 has its range boosted to 5.-Wish in Chapter 1 is the same as it currently was.-Wish in Chapter 2 has its range boosted to 5.-Wish in Chapter 4 has its range boosted to 7.-Cheer Up in Chapter 1 is the same as it currently was.-Cheer Up in Chapter 2 now has perfect accuracy.-Cheer Up in Chapter 4 has its range boosted to 5.-Scream in Chapter 1 now boosts Ramza's Brave by 5.-Scream in Chapter 2 now boosts Ramza's Brave by 10.-Scream in Chapter 4 now boosts Ramza's Brave by 15.-Ultima can now be acquired by Celia/Lede in Chapter III's finale, allowing Ramza to be able to use it from the start of Chapter IV.

-DEEP DUNGEON CHANGES-

-All Move-Find Items in Deep Dungeon have been changed to Elixirs. That's 40 Elixirs for the taking!-There are 56 items in the game that cannot be purchased at the shop. Each of these items can now either be won or stolen in Deep Dungeon. Bring someone with Steal!-Previously, Deep Dungeon fights were really boring without much variety. This was of my own doing, so I changed it and made each DD fight a lot more interesting. The new fights are as follows:

-Their Monster Skill, Chicken Race, now inflicts Don't Move and Don't Act, but no longer Haste.-Yellow Chocobos have the most HP of all the Chocobos, and as such act as durable healers and tanks, and are the only source of AoE revival in the game. Their Choco Esuna not only revives, but can cleanse every debuff as well as healing some HP if it clears a debuff. Further, mounting a Chocobo allows the rider to regenerate HP upon moving.-Black Chocobos have the most Move and Evasion of the Chocobo family and allow their rider to fly over obstacles. They act as mixed units, able to revive/cleanse debuffs with Choco Esuna and attack from afar with Choco Ball, but lack the HP and straight HP healing of the Yellow Chocobo.-Red Chocobos have the highest offensive stats of the Chocobo family, allowing them to deal heavy PA and MA based damage to units from afar, and allow their rider to ignore elevation differences and (for the one map it matters) allows their rider to move on top of lava. Despite their offense, Red Chocobos have no means to heal or revive, however.

Choco Attack: Deals physical damage to an adjacent target with a chance of inflicting Slow.Choco Cure: Restores HP to a single target.Choco Esuna: Removes all debuffs from surrounding units (including Death) and restores 10% HP if a status is cleared.Choco Ball: Deals ranged physical damage.Choco Meteor: Deals ranged magical damage and is unevadeable.Chicken Race: Inflicts Don't Move and Don't Act on a single target.

GOBLINS:

-Goblins lose Armor Break and gain Steal Armor.-Goblins have the highest Speed of their class, being able to easily land Steal Armor and quickly run around the field landing Eye Gouges to Blind and Don't Act enemies.-Black Goblins lose Weapon Break and gain Steal Weapon.-Black Goblins have the highest PA of their class and specialize in doing damage with Tackle and Turn Punch, but can also steal an enemy's weapon to ensure their own survival and are best suited to using their Monster Skill, Mutilate with their high PA.-Gobbledegucks have the highest HP of their class to best utilize Goblin Punch and are one of only two monsters with Monster Skill innate, allowing them to synergize well with other monsters, and allows themselves to use Mutilate at any time.

Tackle: Deals physical damage to an adjacent target with a chance of inflicting Immobilize.Eye Gouge: Inflicts Blind and Don't Act on an adjacent target.Steal Armor: Steals an adjacent enemy's armor.Turn Punch: Deals physical damage in a large AoE around the user, ignoring allies.Steal Weapon: Steals an adjacent enemy's weapon.Goblin Punch: Deals ranged damage to a single target based on the user's lost HP.Mutilate: Deals physical ranged damage and restores the user's HP based on the damage dealt.

BOMBS:

-Bombs (the entire family) lose Cannot Enter Water (which was a waste of an ability slot, since they have Innate: Float)-Small Bomb (their Monster Skill) now heals the Bomb's HP by MA*3 with a chance to bestow Reraise, and is Fire Elemental, meaning it can be boosted by Oiling the user.-Bombs have the highest HP and PA of the family, allowing them to deal massive damage with both Bite and Self-Destruct, and having high HP increases the HP threshold needed to trigger Critical Quick, making them great Self-Destructors.-Grenades have the highest MA of the family and specialize in attacking from afar, allowing them to deal high damage with Flame Attack and have high accuracy with Unction, which inflicts Oil. Combining the two allows Grenades to deal tremendous damage to single targets. Grenades can also cast Unction immediately without a CT, unlike Human Oracles.-Explosives have the highest Move and Speed of the family, allowing them to quickly get in the middle of enemy groups and unleash Spark while keeping themselves alive at the same time.

Bite: Deals physical damage to an adjacent target with a chance to inflict Oil.Self-Destruct: Deals damage to units in a large AoE around the user based on lost HP and inflicts Oil with 100% accuracy, kills user.Flame Attack: Deals ranged Fire Elemental magical damage to a single target.Unction: Inflicts Oil on units in a small AoE.Spark: Deals Fire Elemental damage to units in a large AoE around the user and heals the user in the process.Small Bomb: Heals the user by dealing Fire Elemental damage with a chance of bestowing Reraise on the user- is boosted by Oil.

COEURLS:

-Red Panthers have the highest Move of the group, allowing them to position themselves advantageously and are very effective with Chakra, acting as effective early game healers and MP batteries.-Cuars have the highest Evasion and Speed of the group, allowing them to get close to the enemy and attack with little fear from attacks, but they can also act as pinch revival specialists with their high Speed and Revive, making them deadly and annoying enemies all the same.-Vampires have the highest MA of the group, allowing them to easily land Petrify/Stop with Blaster.

Scratch: Deals physical damage to an adjacent target with a chance to inflict Blind.Poison Nail: Inflicts Poison and Blind on a distant target.Chakra: Restores HP and MP to an adjacent target.Revive: Revives a fallen adjacent target with 20% HP.Blood Suck: Drains 10% of an adjacent target's HP with a 100% chance of inflicting Blood Suck as well.Blaster: Inflicts either Stop or Petrify on a single distant target.Cat Kick: Boosts the user's Speed by 1.

MINDFLAYERS:

-Mindflayers (the family) lose Counter Magic and gain Counter Flood as their Reaction.-Pisco Demons have the highest MA of the group, allowing them to deal heavy single-target damage and Slow with Aqua Soul as well as easily land their (now instant) Confusion Songs. They are also the second of only two monsters with Innate: Monster Skill, making them great for teams full of monsters, but unlike Gobbledegucks, are more about staying away from the front lines.-Squidlarkins are the opposite of Pisco Demons, specializing in having the highest HP and PA of the group, acting as a warrior of the Mindflayer family. Squidlarkins specialize in dealing damage from afar and inflicting Blind with their (weak) Black Ink attack, softening enemies up for when they get close enough to Tentacle them to death- all while having a chance to inflict Confuse with Tentacle. Should enemies be severely buffed by the time the Squidlarkin draws near, it can remove all buffs in a wide area around itself.-Mindflares are the fastest of the group, allowing them to quickly fire off Mind Blasts and Black Ink, with Berserk and Blind being a deadly combo.

Tentacle: Deals physical damage to an adjacent target with a chance to inflict Confuse.Aqua Soul: Deals ranged Water Elemental magic damage to a single target with a chance to inflict Slow.Confusion Song: Inflicts Confuse on units in a small AoE.Black Ink: Deals Water Elemental damage to units in a small AoE with a chance to inflict Blind.Odd Soundwave: Removes all buffs from units in a large AoE around the user with perfect accuracy.Mind Blast: Inflicts either Confuse or Berserk on units in a small AoE.Level Blast: If the target is buffed, deals damage equal to 75% of the target's HP and removes buffs. Fails on Death immune targets.

SKELETONS:

-Darkness (their Monster Skill) now inflicts Undead alongside Blind and Innocent.-Skeletons are the tankiest of the family, having the highest HP and PA to take advantage of Knife Hand (which drains HP). As they draw close to the enemy, they can use Thunder Soul to deal damage and possibly inflict Don't Act on the enemy, leaving them all the more vulnerable, or they can opt to stay back and use Zombie (which would make their Knife Hand useless, however) and Thunder Soul to act as a tanky mage.-Bone Snatches have the highest Speed of the family, allowing them to quickly fire off Death spells to heal themselves (or Undead allies) or to just flat out fry enemies. They can opt to also use Aqua Soul from afar to damage and Slow an enemy, as well, which may in some cases be optimal compared to Death.-Living Bones have the highest MA of the group, dealing heavy single-target damage with a chance of Silence (via Wind Soul) or Stop (Ice Soul), and are more or less the mages of the family, but can still be very tanky via Knife Hand and, as with all Undead, can never truly be slain.

Knife Hand: Deals physical damage to an adjacent target and restores the user's HP for the damage dealt.Thunder Soul: Deals ranged Thunder Elemental magic damage with a chance to inflict Don't Act.Zombie: Inflicts Undead on a single target.Aqua Soul: Deals ranged Water Elemental magic damage with a chance to inflict Slow.Death: Instantly kills a single target, can also be used to fully heal an Undead unit.Ice Soul: Deals ranged Ice Elemental magic damage with a chance to inflict Stop.Wind Soul: Deals ranged Wind Elemental magic damage with a chance to inflict Silence.Darkness: Inflicts Undead, Innocent, and Blind on a single target with perfect accuracy.

GHOSTS:

-Ghosts lose Damage Split as their Reaction, gain Arrow Guard.-Ghouls have Teleport 2 and the highest Evasion of their family, specializing in lobbing (now instant for them) Poison spells at large groups of enemies while deftly dodging attacks. As such, Ghouls make for a wonderful distraction and evade tank, but lack the HP to take too many direct blows. However, they do have Sleep Touch (with a range of 2), which inflicts Sleep and Death Sentence on the enemy, allowing them to cripple the enemy before the rest of the team comes close.-Gusts are the tankiest of the group and can use Demi (instantly) to heal themselves while damaging enemies. They have the highest HP, making Demi all the more effective on themselves, and can inflict Oil and Don't Move on a target with Grease Touch.-Revnants have the highest Speed of the family, specializing in quickly slinging (instant) Stop spells into groups of enemies to halt their attacks while draining MP with Drain Touch from enemy mages.

Throw Spirit: Deals ranged magical damage to a single target with a chance to inflict Undead.Sleep Touch: Inflicts Sleep and Death Sentence on a single target with mid-range distance.Poison: Inflicts Poison on units in a small AoE.Grease Touch: Inflicts Oil and Don't Move on a single target with mid-range distance.Demi: Deals Dark damage to units equal to 33% of their HP in a small AoE.Drain Touch: Drains 50% of a target's MP with mid-range distance.Stop: Inflicts Stop on units in a small AoE.Parasite: Inflicts random debuffs on a single target.

AHRIMANS:

-Ahrimans lose Circle and gain Mute as their Monster Skill.-Ahrimans lose Damage Split and gain Counter Magic as their Reaction.-Flotiballs have the highest HP of the group to take advantage of Lifebreak and can dispel all buffs from enemies by using (instantly) Dispel Magic, allowing them to act as a physical fighter that has the mobility to back off and Lifebreak when the going gets rough.-Ahrimans have the highest MA of the group, allowing it to easily fry anything stupid enough to lob spells at it with Counter Magic, and it can utilize its high MA to easily debuff enemies with Look of Fright and Look of Devil. Counter Magic and Look of Fright in particular make it great to use against Lucavi, which use magic and are susceptible to having their Brave lowered.-Plagues lose Look of Devil, gain Circle.-Plagues have the most Move and Speed of the group, allowing it to quickly inflict Death Sentence on the enemy's party, and is also of great use in Lucavi fights where they can use Circle to lower the enemy's MA.

Wing Attack: Deals physical damage to an adjacent target with a chance to inflict Stop.Dispel Magic: Removes buffs from units in a small AoE.Lifebreak: Deals ranged damage to a single target based on the user's lost HP.Look of Devil: Inflicts a random debuff on a single target.Look of Fright: Reduces a target's Brave by 20.Circle: Reduces a target's MA by 3.Death Sentence: Inflicts Death Sentence on a single target.Mute: Reduces a target's MP to 0.

COCKATRICES:

-Cockatrices lose Beaking and gain Quick as their Monster Skill.-Every monster in the Cockatrice family can cast their spells instantly.-Juravises have the highest HP and Evasion of the group, specializing in casting Slow on enemies until it gets close, and then using Scratch Up and Eye Gouge to cripple enemy forces as they get close.-Steel Hawks lose Scratch Up, gain Feather Bomb.-Steel Hawks have the highest Speed of the group and focus on staying far away from the enemy and playing support while being as fast and annoying as possible, being able to instantly cast Haste and cancel enemy spells with Shine Lover. To attack, they use Feather Bomb which allows them to stay out of the fray while still dealing damage.-Cockatorises lose Feather Bomb, gain Beaking.-Cockatorises have the highest MA of the group, making Beaking, Stone Beak, and Quick easily land on their targets, which can easily change the tide of the fight. Like Ahrimans, Cockatorises are great in boss fights, but unlike them, Cockatorises are better against human enemies, which tend to use PA more than MA.

Scratch Up: Deals physical damage to an adjacent target with a chance of inflicting Sleep.Slow: Inflicts Slow on units in a small AoE.Eye Gouge: Inflicts Blind and Don't Act on an adjacent target.Feather Bomb: Deals ranged magical damage to a single target.Shine Lover: Has a chance of cancelling Charging/Defending/Performing on a single target.Haste: Bestows Haste on units in a small AoE.Stone Beak: Inflicts Petrify on a single adjacent target.Beaking: Reduces a target's PA by 3.Quick: Allows a single target to immediately act next.

PIGS:

-Uribos have the highest Speed of the family and focus on quickly debuffing enemies with Paralyze and Nose Breath (Don't Act and Charm respectively), while dealing heavy physical damage and Charm with Straight Dash.-Porkys have the highest HP and Evasion of the family, acting as the physical attacker of the bunch and focuses on inflicting Frog and Poison to cripple enemy forces as the Porky draws close enough to deal heavy Straight Dash damage.-Wildbows are the most varied of the bunch, having the ability to go on the offense or defense with ease. They have the highest Move/Jump of the group and can deal heavy physical damage with Straight Dash, fully revive an ally with Oink, or Charm an enemy with Nose Breath.

Straight Dash: Deals physical damage to an adjacent unit with a chance to inflict Charm.Nose Breath: Inflicts Charm on a single target from afar.Paralyze: Inflicts Don't Act on units in a small AoE.Pooh: Inflicts Poison on a single target.Frog: Inflicts Frog on a single target.Oink: Fully revives an adjacent fallen unit.Please Eat: Bestows Regen and Reraise with perfect accuracy on an adjacent target.

TREANTS:

-Woodmen have the highest MA of the group, allowing them to deal the most damage with Leaf Dance and can land Silence Song (and Raise2 with Monster Skill!) instantly and accurately while being the best MP battery in the game with Magic Spirit.-Trents have the highest Speed of the family and can revive units from afar as well as heal allies. Though they lack Non-Charge Raise2, they can Raise without needing a Monster Skill unit, and is one of the best healers in the game, but can't cleanse debuffs.-Taiju have the highest HP and Move of the family, allowing it to get close to the enemy and bomb them with Leaf Dance, using Protect/Calm Spirit on allies as everyone gets close to the enemy.

Leaf Dance: Deals magical damage in a large AoE around the user with a chance to inflict Silence.Silence Song: Inflicts Silence on units in a small AoE.Magic Spirit: Restores MP to allies in a large AoE around the user.Spirit of Life: Restores HP to allies in a large AoE around the user.Raise: Revives a fallen target with 50% HP.Protect Spirit: Bestows Protect, Regen, and Defending on allies in a large AoE around the user.Calm Spirit: Bestows Shell, Regen, and Defending on allies in a large AoE around the user.Raise 2: Fully revives a fallen target.

MINOTAURS:

-Bull Demons act as one of the game's best tanks, having the highest HP of the group while being able to inflict Berserk to get enemies to come close and only use regular attacks. Bull Demons aren't particularly mobile, but can use Wave Fist to make up the difference until it gets close to the enemy (or if the enemy is far away and can't be Berserked).-Minotaurs have the highest PA of the group and specialize in AoE damage, being able to use Earth Slash to attack from a distance and Wave Around to strike around the user. The Minotaur can also use Blow Fire on enemies that are immune to Earth or are resistant to physical strikes. Earth Slash can also be used to heal fellow Minotaurs.-Sacreds have the highest Move of the group and also act as a tank, specializing in Immobilizing nearby enemies with Mimic Titan so that they can't move away from the Sacred. It can also temporarily make itself more vulnerable and use Gather Power to boost its own PA so that it can more easily crush enemies that it catches in its net with Mimic Titan.

Shake Off: Deals unavoidable physical damage to an adjacent target.Blind Rage: Inflicts Berserk on a single target.Wave Fist: Deals ranged physical damage to a single target.Earth Slash: Deals physical Earth Elemental damage in a line in front of the user.Wave Around: Deals physical damage to surrounding units.Blow Fire: Deals magical Fire Elemental damage in a line in front of the user.Mimic Titan: Deals magical Earth Elemental damage to units in a large AoE around the user with a chance to inflict Don't Move.Gather Power: Boosts the user's PA by 1.Quake: Deals magical Earth Elemental damage in a large AoE with a chance to inflict Don't Move.

MALBOROS:

-Malboros lose Counter Flood and gain Regenerator as their Reaction.-Malboros have the highest HP and PA of the group, acting as a hardy warrior that can get close to enemies, debuff them, and deal heavy damage with Malboro Tentacle while further reducing their HP with the Poison effect of Malboro Tentacle.-Ochus are the tankiest of the Malboro family, being able to regenerate HP while moving in addition to Regenerator. They can also inflict Frog and Don't Move to trap enemies in disadvantageous positions while crippling their defenses.-Great Malboros have the highest MA of the group and as such, can easily land Bad Breaths while dealing damage (and Poison) from afar with Bio. They act as ranged units, staying back and then unleashing all sorts of hell when the weakened enemy gets close.

Malboro Tentacle: Deals physical damage to an adjacent unit with a chance to inflict Poison.Lick: Inflicts Slow on an adjacent target.Bad Breath: Inflicts random debuffs on targets in a large AoE around the user.Goo: Inflicts Don't Move on a distant target.Frog: Inflicts Frog on a single target.Bio: Deals magical damage in a large AoE with a chance to inflict Poison.Malboro Virus: Inflicts Poison and Frog on a single target.

BEHEMOTHS:

-Behemoths are mixed attackers, being able to use Bolt to attack the enemy from afar, or it can use Gather Power and Stab Up to viciously destroy the enemy as it gets close. How you choose to play the Behemoth is up to you, though they do have the highest PA of the group.-King Behemoths are all about tearing through the enemy's defenses, and they have the highest Move and HP of the group. They can use Sudden Cry to deal damage with a chance of removing all of the enemy's buffs, and it can also use Weapon Break and Armor Break to leave the enemy defenseless. If the enemy is already broken and doesn't have a Weapon or Armor, the Breaks can be used to deal more damage than Sudden Cry.-Dark Behemoths are the mages of the group, having the highest MA of the group and synergize well with Undead monsters, being able to use Demi to heal itself and its allies, and can cast Don't Move to lock enemies in place as its allies attack from afar.

Stab Up: Deals physical damage to an adjacent unit with a chance to inflict Death Sentence.Bolt: Deals minor magical Thunder Elemental damage to units in a small AoE.Gather Power: Boosts the user's PA by 1.Sudden Cry: Deals physical damage to an adjacent unit with a chance to remove all buffs from the target.Weapon Break: Breaks the target's weapon.Armor Break: Breaks the target's armor.Don't Move: Inflicts Don't Move on units in a small AoE.Demi: Deals Dark damage to units equal to 33% of their HP in a small AoE.Almagest: Deals damage equal to the user's lost HP in a large AoE.

DRAGONS:

-Dragons (tier 1) now absorb Thunder and are weak to Water.-Dragons (tier 1) have the highest MA of the family, being able to easily land Threatens from afar and highly damaging Thunder Breaths when the enemy gets close.-Blue Dragons have the highest HP and Speed of the family and are able to cure other Dragons' HP and statuses, making them synergize well with Dragon and Hydra themed teams. When not paired with other Dragons, Blue Dragons are still the fastest of the group and are able to quickly get to enemies and blast them with AoE Ice Breath. Having the highest HP and Speed also synergize well with its Reaction, Dragon Spirit.-Red Dragons have the highest Move and PA of the family and specialize in AoE damage with Tail Swing and Fire Breath. As it gets close enough to use those skills, it can use Dragon PowerUp to buff itself and other Dragon/Hydra allies.

Dash: Deals physical damage to an adjacent unit with a chance to inflict Don't Act.Thunder Breath: Deals magical Thunder Elemental damage in a line in front of the user.Threaten: Reduces the target's Brave by 10.Ice Breath: Deals magical Ice Elemental damage in a line in front of the user.Dragon Care: Restores 34% of Dragonkin's HP and removes most debuffs.Tail Swing: Deals physical damage to units surrounding the user in a small AoE.Fire Breath: Deals magical Fire Elemental damage in a line in front of the user.Dragon Power Up: Bestows Protect, Shell, and Haste on Dragonkin.Giga Flare: Deals magical damage to units in a large AoE.

HYDRAS:

-Hyudras are mixed attackers and have the highest HP of the group, being able to switch between Triple Attack for Petrify in melee range and Dark Whisper from afar for heavy damage and Sleep, or being able to kill bosses easily with Triple Thunder.-Hydras specialize in melee combat and have the highest Move of the group, using Triple Attack and Triple Breath to take out entire groups of enemy combatants at once with sheer damage and Petrify.-Tiamats have the highest MA of the group and are the mages of the bunch, using Triple Flame, Triple Thunder, and Triple Breath to take advantage of its high MA.

Triple Attack: Deals physical damage to units on three sides of the user with a chance to inflict Petrify.Triple Thunder: Deals heavy Thunder Elemental damage three times to random tiles within a small AoE.Dark Whisper: Deals heavy Dark Elemental damage six times to random tiles within a small AoE with a chance to inflict Sleep or Dead.Triple Flame: Deals heavy Fire Elemental damage three times to random tiles within a small AoE.Triple Breath: Deals 34% max HP worth of damage to units on three sides of the user, Dark Elemental.Hurricane: Deals heavy magical Wind Elemental damage in a large AoE.

OTHER MONSTERS:

-Apands are faster and have more MP.-Apandas lose Counter Flood and gain Absorb Used MP.-Byblos get a boost to PA and MP and lose Secret Hunt, but gain Short Charge to make their Bio spells more viable.-Archaic Demons are faster and have more MP.-Archaic Demons lose Counter and gain Counter Flood.-Ultima Demons are faster and have more MP.

MISCELLANEOUS CHANGES:

-The starting units at Gariland now start with set 60 Brave and 60 Faith.

KNOWN BUGS:

-If Hamedo triggers and the defender kills the attacker, the attacker will temporarily rise from the dead to finish their attack... and then die again. It's kinda funny.

-Rarely, a human enemy in DD will find a DD exit for you. This will be fixed in the next update if it becomes a big thing.

-When dismissing a unit, the low Faith quote will play. Not a huge deal.

I'm sure you all will find unbalanced things and bugs, so if you do, please report them! I played through the game, but it's entirely possible that I've missed things. I hope everyone enjoys! KO is meant to be the definitive version of Vanilla, and I really feel like that's been achieved, especially with this latest update.

By the by, thanks to Xif and the other ASMers who've worked super hard on these new changes. They're really awesome and you should check out their work. It's hard stuff, so be sure to thank them!

It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything.

^Sweegy was easy, not sure what kind of problems did you have with it.Dorter 1 on the other hand took a few trys. Main problem was the lack of items and skills at this point in the game. PD are not cheap, 500 a pop take a toll on you at this stage of the game.

Looking forward to the rest of the mod.

A few questions tho:1. Are random battles 100%? Seems to be, as long as I stop on a tile that can have randoms.2. Do some 'mid-boss' type enemies have innates? (Miluda ect.)

Chapter 1 finished. Only fight the required more than one try was Dorter 1. Everything else was easy, and ye old strategy of 'nuke rush!' works well with the multiple kill the leader missions that are present in CH.1

On to Chapter 2.I've scouted out Dorter 2, seems like it's going to be an uphill battle (get it? I'll show myself out...). Regardless I don't think it will be that hard, if only Agrias and Gaffy decide to no be dumb... that would be nice.

Edit: Dorter 2 done. Won after the initial scout, so took 2 trys. The archers were super annoying, and worse yet, none of my units had enough jump to get on the roof to them. Had to finish them off by spamming 9 dmg elementals... took a while. Lost 4 helmets, including Gold and Cross.. >.<

Ah, it feels like returning and replaying it after a couple of years, I guess. Nice to see that it's still flowing like a river of fluffy dreams full of fluffy pandas gamboling about fluffy ... stuff. :mrgreen:

I almost forgot how stupid AI can be, thankfuly Mustadio reminded mi of that...

Might not go for the brave boost if he decides to derp all the time. One try so far and he got nuked to hell. Other than that, save Boco took 3 resets, Zerkile Falls took none, even tho Delita was mostly useless in this fight. Managed to get most of his stuff broken by the knights lol. Oh well at least he dodged that 27% weapon break.Enough FFT for today, will continue tomorrow after work, if I'm not too tired.

Hey all, thanks for the feedback so far! I have to keep this post brief since I've been working super late at work lately and I need to get some sleep, but I'll be posting a proper reply to your posts soon. Just wanted to let you all know that I wasn't ignoring you! Please keep posting your findings, both good and bad. All input is valuable!

First try, and I'm not sure if you didn't overtune the summons. Cyclops did about ~30 damage and Ramuh did 40something. Laughable.

In his last changelog, he explained that Cyclops was nerfed a lot, possibly now being the weakest damaging summoning.

Kudos, Eternal. My apologies not sending any news for so long.

I'd like, then, to point out something after re-reading the changelog and see if my reasoning suffice to explain it and see if you agree:

Both Excalibur and Ragnarok (? the one that gives starting regen, dunno which one now). I was thinking that, in the hope they stopped being too strong (always haste, always regen), you could consider a critical reaction or a different approach for them.

For example: given Excalibur is told to be a holy blade or a cleansing blade, its strike could have a dispelling ability, dispelling anything (buffs or debuffs); or almost anything, for balance (although given that it has a high PA, using to cleanse your own troops from ailments would mean damaging them hard; so it could balance itself in this situation). Or it could trigger Haste effect when wielder got in critical condition. So this ability would feel more active than 'starting haste', which gives a boost initially, then it goes unused thereon in.

Same for the other blade with the initial regen effect. It could also trigger in a critical condition, which feels much more useful in a battle. Most of times you start away from harm anyway, so the blade would show its prowess at the most dire moments. Or so I reckon.

Same for any other item (except the Transparent one) with initial effects, in which a reaction-like effect could feel more useful for longer battles, aside the crude and pure PA/MA.

I'll see if I play this new version the next weeks to comment more about it.

^I understand that about Cyclops. That was not the point I was making.The summons in general feel a bit weak. I'm doing Goug now, and they still feel weak. To me, summons in FF games were always limited use, big damage kind of a deal, so I'm not sure how to feel about this change. Update: An enemy Summoner with 9MA and a Thunder rod did about 62 dmg with Ramuh on my Archer and Ramza (neutral compat). I think that's a bit low, but that's just me.

Other than that:Swamp was easy, nothing to report.Goug took more resets then I thought it will. RNG hated me.. Charm for dayzzz son.. Finally got lucky and resised a few, Boco mvp once more.

Indeed. They should escalate with the game somehow, or it won't feel that well earned effort of mastering them at all. Perhaps if it's considered adding a related ailment to their effects. E.g.: Shiva damages and may cause slow. Ifrit damages and may cause darkness.

Years ago, when I was pondering over a project myself, I was designing the Summoning Magic to be a sort of final skill of some special Jobs, of some of the unique characters, more or less related to their personality, giving them a strong and unique effect, most likely making them have a reactive Summoning skill when critically injured.

First off, Dark Holy, thank you for taking the time to play through KO. Your input and feedback is greatly appreciated and tremendously helpful, and I hope you're enjoying your KO adventure! Even though KO stays true to Vanilla, I hope that you're finding the balance changes to be refreshing and fun.

Allow me to explain some of the design details in regards to Wizard and Summoner, since that's been a point of contention for me for a while now. The challenge with Wizard and Summoner in Vanilla is basically that Summoner is a better version of Wizard. Most classes in FFT aren't straight upgrades from each other. Most classes have some sort of niche which makes it appealing in comparison to other jobs. I would argue that Summoner is still a pretty incredible job, but for reasons different from the sheer power in Vanilla. In KO, Summoner is about AoE- smart AoE, at that. Whereas Wizards have more sting to their spells, they're a little more unwieldy, requiring a little more precision, but with a higher damage output with less MP/CT. Summoners however, can hit a lot of things at once with perfect accuracy while ignoring unintended targets. Further, Summoners have a very versatile skillset, even though it may not appear as such at first. AoE Regen, AoE percentile damage, AoE Death, AoE Reflect (great for Queklain), damage + Blind through Salamander, damage + Silence through Sylph... there's a lot you can do. Although Summon damage will never really top the potential Black Magic damage has, I used Summon Magic through a lot of my own test run, using elemental boosting and Magic Attack Up as well as MA gear for really high damage summons. Later on, I dropped MA Up for Short Charge and Summons were still devastating. Summons were actually buffed from previous versions of KO, where Summons were frankly crap. Further, Summons can hit a wider variety of elemental affinities than Black Magic, which can really only hit Fire/Ice/Thunder. I also think part of the challenge is that early on, Black Magic is far more cost effective, since MP healing and MP cost mitigation is rare. Later on, once you have Chakra, Ethers, Bards, etc., Summons become far easier to spam. Cyclops was changed as such to make it a viable choice for early-game Summoners. Lower MP cost, easier to use, etc., but remained non-elemental so that the elemental summons would have individual use. Summons were incredibly hard for me to balance, but give them a little love and I'm confident that you'll enjoy using them. Besides, their animations are kickass. :P

And yes, Boco (and all Chocobos, for that matter) is incredibly useful. He's a good introduction to how having monsters in your party can actually be beneficial and not a detriment.

^I am enjoying it. It was the kind of mod that I was looking for, since I felt like doing another FFT run, but frankly wasn't feeling like doing FFT 1.3 again. Better balance, but mostly sticking to vanilla is what I had in mind, and KO is perfect for that.

And yes, I do see that is what your plan for summons was , but I guess I'm still in the 1.3 mindset, where most things 1-2 shot you ;) Don't worry I intend to give it a go, once my time mage gets short charge (almost there).

One question tho: I'm avoiding random battles (still 1.3 mindset) but I wonder.. should I? Will being higher level screw me over much? Also are there unique randoms added to this patch?

Edit: Bariaus Hill and Execution Site done.

I have to say I really like the changes to monsters, KO would make an interesting hack to play as a 'beastmaster'. May do that in the future.

Execution site took 1 reset, overall wasn't that hard, stole Gaffys sword, this time no Boco, Mustadobro took his spot as MVP. Arm and Leg aim are as good as always. Btw, are the % chances for things like stealing and breaking incresed? Seems to be, especially for the breaks... 94% head break ftw, unless it's done on you, like it this case ;)

It's funny you mention Time Mages, since they were buffed pretty significantly from earlier versions as well. Both them and Summoners are a blast now! As far as randoms go, there aren't really special units in them (for example, you'll never fight Hell Knights, Sorcerers, etc.) in them, but in Chapter IV, each of the rare random battles in each area are a Trial, where you fight 11 units each of a single job. It's both a challenge and a great way to farm them for crystals for abilities of that given job. Deep Dungeon, however, has special units in many of the fights, making them quite challenging at times.

As far as doing randoms themselves, by all means! Many random fights have different parties than before, since monsters aren't quite as tiered as they once were, meaning Poaching is more viable as well. That said, don't expect them to be pushovers- many random fights are on par if not harder than story fights, because of the monster buffs. Being higher level won't screw you over during the story (since even though enemy levels scale, their equipment will be roughly the same as what you can access), but monsters may become tougher as you level, since their stats grow faster and higher than humans. That said, by that point, you'll have a more varied assortment of abilities to handle them.

EDIT: And yes, Breaks had their accuracy buffed. They're much better at permanently debuffing enemies now.

Lionel gates took 2 days... let me explain why :D Yesterday, when I did my first 2 attempts, the RNG god were not happy with me.. the enemy lancers landed every 66% frontal hit, EVERY.SINGLE.ONE! across two trys. Needless to say I got a bit upset ;) and decided to call it a day. Today it went smooth. I guess RNG gods calmed the F down. If I didn't derp with Ramza, and let him die out of reach of any ress (oops...) it would have been done in one go today. Took 1 reset, and the initial 2 so 3 in total.

Queklain was super easy. In fact he felt 100% vanilla, not sure if that is indeed the case, but that's how it felt. He managed to get into a corner, so I blocked him off with Ramza and Agrias, broke his MA, so he went into a Loss loop, which Boco took care off easily with Esuna.

Save Olan. Damn that Olan.. he took my crystal to get his mp back.. and he killed a ninja that I was saving to steal sprint shoes... Got Orichalcon Dirk, 1 Sprint Shoes and 1 Gun in the end. Not bad, but I was aiming for 3 shoes... oh well. Overall pretty easy.

Lionel Gate is a tricky battle to begin with, since it features a pretty varied team that can both land annoying debuffs and hit pretty hard with the Lancers. I'm not surprised that it was tough, especially with the RNG screwing you over. Boco is definitely MVP of the Queklain fight, assuming he doesn't get debuffed/killed himself. Quekky himself is buffed from Vanilla, believe it or not. He has more HP, his Bio spells have increased range, and Bio 2 deals damage now. The fact that you used Breaks to lower his MA makes me very happy. You're going to do really well in KO, since I designed buffs and debuffs to be useful. Quekky will likely get a buff sometime in the future, but he's mostly meant to introduce the player to status heavy enemies and ??? enemies, so it likely won't be significant.

Olan is an easy fight, for sure! ...until you have to fight him in DD.

Zalmo 1 was fun. Managed to get him into a corner and rob him blind. Some nice items.

(http://i.imgur.com/1DXD8AC.jpg)

There was also a priest with some nice items, but unfortunetly she had maintanance. Managed to get a magic gauntlet from the chest she dropped tho, so not bad in the end.

Also started to get monsters, some of them are way to good to not use in some fights, I'm looking to get the bird with instant haste, and the 100% acurate fether bomb. This guy will be usefull for sure ;)

Just wondering, actually. I wasn't sure if I had seen that in game. My mind wandered there thinking on Cyclops summoning, something of a desperate-low-on-mana bet. ^_^ It would have a 0.5% proc chance to cause critical damage. =p

And let me try and find out how to patch the game. I completely forgot how to do it. T_T

****

Well, started replaying yesterday. Firstly, I thought I failed patching due the script of all conversation being still the original one, then I remembered that on WotL would have those new rewritten speeches, not in the original. Then, moved on.

The overall impression was similar to that of few years ago. The mechanics regarding the jobs are ok, at least those basic jobs. I only felt that it got really time-consuming battling monsters, like too much. It has two sides of that coin: first the good side, you do end up gaining a lot of JP and Exp having long battles, and also start getting the feeling of a cleverer positioning (something I, as a Dota 2 player, am in a constant process of evolution) to avoid certain monster-skill combos. The other side is that some combos and sometimes some skills make you waste too much support items (and adding to that the possibility of having equipment stolen from you), almost compelling you to try another battle to farm for money to be able to buy back those same items and equipment, having the risk to waste some more and losing again some equipment.

This proved to be annoying after a couple of battles, specially because – I'm not sure if it was something like those times when you start a game and it is bound to have more negative results than positive results, you know what I mean? – that only too constantly, my 90% and 80% procs were failing, in succession. Like, many, many, many times. Coupled with the fact that monsters simply could revive and heal each other, some simple battles dragged on and on. Meanwhile, monsters with 31%, 45%, 60% chance to inflict things simply were successful only too often.

Then I had an Oracle in my team to inflict some statuses on my own, because I was start feeling bad with all this unlucky and long battles. I had her cast Darkness on foes. She hit all them. Then, the panther came to attack me by the front: 98% chance to hit. Why? Anyway, all other abilities seemed not to have changed their % of hitting, or being slightly lower. Even so, they basically hit 8 out of 10 with low % procs, while I hit 4 out of 10 with high % proc.

So I don't know how to put it simply, but aside from spending too much time and sometimes wasting and losing resources in simple battles, everything looks fine so far. However, I failed to pass through Sweegi Woods three times in a row due the constant 'lack of luck', and I hate depending on luck to win a battle. Too many misses with high % procs. Also, our NPCs don't evolve, so they are lingering behind and being killed rather faster. So, it seems my experience might have been similar to that of Bonesy. Whilst Darkholypl didn't have problems, which makes it feel like too much product of chance, or skill build, which would require a greater level of knowledge of the game not expected from new players, so it might prove a bit too endeavoring to some. That's the holistic impression.

Basically, the game feels like it needs being mastered for longer, until we get the grip of some new mechanics and skills. Then it might be a bit more fast paced (we'll lose less time replaying or dragging on to battles unnecessarily; just keep in mind that as we grow older, we have less and less time to spend on gaming), for the better or for the worst.

Now, when I get back to play it, I'll only report this 'take-too-long' issue if it really starts bothering me. Aside from that, I'll try checking and focusing on other things. Yesterday I was too distracted. Perhaps today it'll feel different. :)

***

Questions

1. Regarding Faith and Bravery, can you boost/nerf it permanently? Given that our troops start with 60 of each in the first mission, it feels odd that it's a stuck number for ever. It was somehow interesting starting the game with characters that could have some wavering numbers, then we sort of decided who would be fighter, who would be caster – besides the zodiac match ups, that is. It was something I enjoyed that it is now absent.

2. Does Maintenance protect against Stealing techniques? I don't remember.

After three new attempts, I was able, a bit irritated, to beat Sweegy Woods. It became quite clear that the dragging battles were always when monsters were involved, because either Dorter and Zeklaus areas I could beat in the first attempt. Dorter felt a bit more menacing than Zeklaus. My party was formed by Knight (+ Guts, Auto Potion, Gain JP Up, Move HP Up), Monk (+ Basic, Regenerator, Defense Up, Move HP Up), Oracle (+ White Magic, Auto Potion, Maintenance, Move JP Up) and Priest (+ Black Magic, Auto Potion, Equip Shield, Move HP Up) ... and the two cannon fodder namely Delita and Augus. The battles were again punctuated by those odd % procs hazards.

The battle I won in Sweegy Woods started the worst way possible. A back attack against the panther with 95% chance to hit missed. Then a side attack around 80% also missed. Then that same panther tried to poison/darkness my allied troop with 41% and hit. Then another attempt against the panther with 90% missed. By then, I was considering resetting the battle already. But I managed in the end due the auto potion not failing me that much and a lot of dashes, also possible to keep spamming spells with my monk chakraing casters and using buffs like protect and shell, which helped tankers withstand and soak much of the damage, specially from those bombs (the last one managed to auto-destruct, killing 3 with it.

Dorter I had to watch that archer up there break all helmets he attempted to, no matter how low the % procs were, ranging from 23-71%, he hit all 5 times he tried to perform. Just my luck. The only spared soul was my Oracle due the Maintenance ability, given she had low HP already. Oracle was a bet, either able to suck MP from the mages, or Disable the fighters, although I wasn't really hoping she would succeed that much given I was sure that I was bound to misfortune. But in the end, it was ok. Delita might have died 10 times in that battle. Augus kept trying to resurrect him just before the goddamn archer's turn (the first archer to die, from the top after falling from a stone on his head, but revived by his fellow archer – he was, in the end, the last to die. Irony).

Zeklaus desert was much easier with Monk's spinning fist. After three 70% attempts at casting Reraise on him, just threw him in there, while enemies were trying to kill Delita again. The Priest and the Oracle kept supporting while Ramza and the Monk wreaked havoc in there. Even Augus helped my mages spending my ethers on them. Delita might have been annoyed, given that the crystal I was hoping my Monk to grab from the dead Monk was used by him, even when Delita was completely fully healed. I think I almost heard Thug's Life tune on the background.

I stopped there, after winning that battle. I started feeling like some battles are not meant to be dragged on, specially after a couple of attempts at Sweegy Woods, when you spared a unit to allow another to kill or to do something else, then the monsters miraculously turn over the table.

I'm going to Zeklaus desert fighting monsters, to check how my team fare and evolve the jobs a bit. Only then I'll try Thieves' Fort to face Miluda, because this time, I'll have my Thief going along to try snatching something, instead of my Oracle, or leaving my Priest out, to use the Oracle to silence and disable enemies. If then, I'll have my Oracle learn Mag Defense Up or Defense Up for this fight. Maybe have Ramza with Maintenance, given that Miluda might try to break stuff.

^Seeing your party for Dorter 1 i can't help to think you grinded a whole buch and gained a lot of levels this way. Monsters get higher stats since they don't get to wear items, so if you're facing high level monsters at this point in the game, you might have a hard time.

I keep my levels low (old habit form 1.3) so the monster sotory fights were all super easy for me.

Anyway a small update from me: My run is put on hold for now. My copy of Tyranny just arived and my time will probably be devoted to it for how ever it takes to beat it. I might get back to the run every now and then just to break up the Tyranny sessions, but we will see.

Yes, it might have been my fault being too cautious. The problem then was that neither Augus nor Delita keeps up with the levels, so they arrived at lv3-4 the place where I had lv10. I had to compensate them by evolving some jobs, which made them even more behind. Now my characters are around 13-14 and Augus and Delita managed to scrap 8.

The thing about monsters is that they were designed to be dangerous when next to their defeat, or most of them. They'll either cure, revive, counter attack deadly, act or do any sort of hindering things. ^^

Before going to Bariaus Hill, I visited Zeklaus Desert to test monsters there. I lost.

I decided going to Bariaus Hill face Miluda. I managed to win on the first attempt. It was rather ok, nothing difficult. After that, I went to face Wiegraf.

That battle dragged on a bit given Boco being there and immune to anything my Oracle had. Oracles are kinda useless against bosses... anyway, I managed to win also on the first attempt. Without further ado, I went straight to beat Algus ... and again won on the first attempt. Whenever humans are involved, things go smoothly.

Overall, haven't seen or noticed anything out of the ordinary. Battles were balanced ok. AI is a bit dense sometimes.

After finishing Chapter One, I went to Dorter 2 and also was somehow easy to beat. I fought a couple of games to improve my JPs and did the first Side-stuff at the bars too. After that, I kept going first to Araguay Woods, where I decided not to save Boco, which was a good decision, because Goblins were damaging +100 Boco with their Mutilate ability, and the bird passed away before long. Aside from that, and the surprise of Goblin's Punch effect on my Ramza once, the battle was almost easy.

I went to the next battle in a row too, to save Ovelia. The battle was much easier than most of the others, mainly because Ovelia keeps boosting everyone and her MP seems not to end. Even being easy, it took a long while chasing Gafgarion around, who kept recovering mana and life. In the end, the was defeated. It would have been faster if one of those knights didn't break Delita's sword.

Did some other Job offers, mastered some jobs and started changing things here and there (Geomancer -> Archer), (Monk -> Lancer), (Oracle -> Wizard). When I master Priest, I'll probably try a Time Mage.

^One thing that can help you grind JP and not get too far with levels, that I use in KO is to utilize the delevel trap in Zaklaus Desert.This is the first map I believe that has this trap, and with that also the best to train on... if fact I'm suprised Eternal left that in. It can be abused to no end. You can level up with a class that has good stat gains, then delevel with a class that has bad ones and boost your stats this way. It will take a long time, but hey it's there.

If you don't feel like doing that, at least you can gain JP and not levels, which is godly anyway. A party of lvl1 characters with all jobs mastered anyone? :D

I could consider that if things start getting out of hand, although I never used this feature, even being aware of it. Something that bothers me fighting monsters is that they can pretty much snowball out of the blue. In that desert, I fought 2 birds, 1 grenade and 2 skeletons. Skeletons, due their positioning, ended up being killed first. One of the birds, the one that didn't cast haste, kept dodging all attacks, 90%, 75%, 83% chance to hit it, but no, I just could land attacks with Geomancy or so, while it kept triggering Speed Save ... Meanwhile, the other bird with haste kepts hitting my magicians from afar due its great movement and great ability range. Not a single time my magicians triggered Auto Potion. Eventually, as I dragged on in the struggle to kill only one of the birds (who killed my magician who failed auto potioning the third time in a row), the Skeletons started raising back. And then, the grenade caught up, oiling everyone just in time that my Protect and Shell spells expired, given that I couldn't resurrect my Priest yet, not to mention that my Oracle had died on a place with no leveled adjacent terrain, making it impossible for my Monk to use Revive. So, as I miraculously happened to kill the tanking bird (which by now was almost acting every 2 turns due the goddamn Speed Save plus Haste), the second Skeleton popped back, whilst the other one was killed, the grenade was hasted, and its flaming attack was dealing over 100 damage ... it soon transpired that:

It was the second time I tried battling monsters in the desert. The other attempt was against grenades, skeletons and the Bull. The Bull was the least of the problems in a sense. The main problem was those Skeletons returning (I'm not sure if they are designed to ALWAYS return, or if I was just unlucky that all Skeletons in the game so far have been returning when countdown reached 0). And again the problem was with the Skeletons returning while grenades kept miraculously dodging + 90% chance of attacks. By then, the bull had gathered some PA countering a couple of attacks, and started being a problem.

I do hope that Skeletons DON'T always revive on countdown 0. It was a nice feature having them surprise returning (or not) anytime in their countdown. It started feeling like Tactics Ogre, which the undead always returned, and we eventually had a spell that banished them from existence – without the banishing spell, if you don't count the Pouching effect.

**********

On a side note, some stuff I noticed as I was reading again the changelog:

1. Songs: I was really wondering if some were new, and I was ok with them. Although I must say that whenever I entered Sweegy Woods after beating the Story Battle, I dreaded listening to that tune again.

2. I was wondering why Ramza started being able to Yell at everyone with 100% all of a sudden, because in Chapter 1, he had 36% chance to yell at my monk. I haven't tested Healing more sinister ailments yet, but I do think that being able to resurrect with it might be stretching Ramza powers only too much, given that he has means to do many things already with his Guts skills, not to mention using all equipment.

3. I haven't noticed my characters healing when mounted on a chocobo. Haven't checked their status, but I do not recall any blue number popping on their head either.

4. Had a battle against Mindflayers and they are a tough bunch, specially that Aquasoul, which killed any of my magicians on a single hit, and having that Counter Flood to top it all.

5. Speed Break: isn't there a way to make it work only when the opposing enemy has speed greater than yours? Or greater than 4-5? Set a minimum number, I mean. Having these Speed Save reactions for those birds make them snowball ridiculously, imho, specially when giving one of them Haste, and slow doesn't work on bosses, I think, and it has a bad chance to inflict a status which you can cast with a magician with AoE and also temporarily. Save for decreasing its cost for Archer, Speed Save. This feature became a bit too strong, now that you (or the AI) cannot directly counter attack high speed units, even with haste or slow.

8. There's a graphical glitch at Zirekile Falls, on the edge of the map. Below the surface of the water, it showed the water in pink color (the vision cut on the edge, where you see the layers of the map).

I don't know if it's possible updating the main Changelog to provide the current stats, as you have in the first post. Many things seem different already, and it keeps difficult tracking what to look for. For example, the Geomancer in now is way different, and I don't know where in those lists he is updated.

keeping the report, story line battles are going rather smooth. After Zirekile falls, Saving Mustadio was pretty much easy, given the mages kept focusing him, while my lancer/monk killed them through the walls. Agrias landed a killing Crush Punch on one archer, and the other archer survive just another round after being hit during a charge. The monks were the last to die. I took Boco in that battle, so the simply kept healing Mustadio.

After that, there was Bariaus Hill. Summoning magic dealt 100 damage around on my army, but that was the worst of it. Archers and Geomancer go in line, just ok to be killed on the first round. The remaining archer and summoner last no much longer. The archer attacked my Geomancer, and got petrified with Counter Flood. Summoner got killed instantly by Agrias Crush Punch. The other summoner got killed by spells.

Something I noticed so far, is that there's not much compelling having Stealing arts at this point. I usually had one thief handy to steal items from Story Line battles, but most of the times, items were basically already present in shops, or they'll be available on the next battle, so that's a downside I'm feeling so far. It's like I wasted my time leveling a Thief. I'm now going to enter battles first to check if there are items to steal, before setting my support ability for that character.

After that, I went to the swamps fighting undead and the malboro. I was dreading a bit this battle, because undead always return... however, they proved too vulnerable to my Wizard, my Lancer jumped off a Death cast on him, the malboro got poisoned on the swamp, and the ghosts were not much of a threat. Before the first undead could revive, they were all dead.

Goug had an easy battle. Not caring much about Mustadio being killed, it was mostly a matter of keeping the supports at distance while the fighters dished out damage buffed by protective spells. Summoners died last again, whilst the rest died slowly by Counter Floods and other attacks.

The battle I lost was Bariaus Valley. Although it didn't felt difficult, Agrias was first targeted. So we had an archer hit her with charge, which would damage her around 60. Agrias attempted a Stasis Sword on the nearest knight, instead of trying to hit the nearest foe, which seemed much safer. Damn AI. Missing the attack, she retread not too much. The Archer charged her before some of my units could move, and, guess what, he had 32% of success and hit her, WITH A CRITICAL, 90 damage, and it also triggered a Bolt spell. To top it off, before I could do anything else, that knight she tried to attack attacked her with 65% chance of success and killed. And I lost. That's all about it. I didn't try again because I was sleepy. I'll try today again.

Aside from that, normal battles against monsters are really becoming bothersome, lenghty and irritating. I'm not really having fun on those battles. They are becoming chores, and whenever it feels like I need evolving a job, I don't feel compelled to try my luck against monsters which have such combination of skills that make it somehow boring and irritating to fight against. One battle was in Sweegy Woods, too much unlucky % procs in a single battle making me reset. The other battle I had was in Zirekile Falls. It was tough, but I managed to win. Again, too lenghty to be called fun, and I had Boco keeping resurrecting Ramza and the Priest in succession, until opposing troop missed the almost unmissable Aqua spell. Just this flick of luck turned the tide. It felt really strange, not really rewarding because I felt I depended on luck again. I would have won without that, but would have been long after that. Tried another battle on the place we kill Miluda, against 3 chocobos and 1 goblin and couldn't manage to win. My Oracle was completely useless, unless she hit all chocobos at once, and whenever I could burst down a foe with damage, another chocobo would resurrect the fallen one, the other would cure, and their high speed would allow them to get away. And that kept happening the whole 1h of battle, until one of my characters was going to become a crystal, because my priest kept missing his 85% chance of raise back, and my monk missed his 82% chance of revive.

So, in a general view, random battles are a pain, more like annoyance and fun. That's how I'm feeling about it so far. It's not that they are too tough, but they are simply beyond the boundary of being that kind of hard and fun, and they feel like a burden. All of them, it seems like the worst moment is when you are about to win, because it'll prompt or trigger a tide-turning combination of abilities that makes it look like your efforts were all in vain.

And regarding the small changes in their bravery when you make choices, how is that working? I remember seeing Ramza with 75 bravery when I chose not to help Mustadio.

Ah, yes, I also noticed that we can buy an 'absorb holy' item on the shop. If you are undead, you can absorb healing magic then? Because I see no other use for this particular effect on that item so soon, aside from the event that your character is transformed into undead, which is so rare up till now, and given they'll raise back by themselves ...

Panda, thanks for your thorough reports! I'll try to answer each point as detailed as possible, but if I miss something or my answers are unclear, let me know and I'll do my best to clarify. I'll start from the top.

-In regards to monsters taking a long time to fight, I'd be curious to hear what your team buildout is like. It sounds like you're either playing too defensively, or you aren't taking advantage of Black Magic/Summons/Oil, etc. Some random fights can be just as challenging if not moreso than story fights if you're not prepared. If you're looking to grind, I would suggest Sweegy or Mandalia. Sweegy is probably the better bet since the enemies are a little less annoying, but Mandalia is (as always) a viable place to grind. Taking advantage of elemental weaknesses is of huge importance as well!

-With regards to monster revival, you touch on this a few times. A few thoughts: Choco Esuna and Revive don't revive units with very much HP, and the user is forced to be next to the target to use it. A good Elemental or Black Magic/Summon can easily take out the revived unit -and- take a chunk out of the reviver as well, killing two birds (sometimes literally!) with one stone. AoE is a little more important now in monster fights, simply because they have increased capabilities.

-I'll be honest. I really don't like using Oracles early on. The debuffs cost too much in Chapter I, and the battles in Chapter I really don't require Oracles. I much prefer investing in them in Chapter II when I can access Propositions. Currently, Blind works as it does in Vanilla. It doesn't halve the attacker's accuracy, rather, it doubles the defender's evasion. I'm not a fan of it, but I have yet to find a Blind hack that is 100% bug free, since apparently the ones in orgASM are buggy, at least according to Emmy. And although Oracles are more or less useless against bosses (unless you're using Faith as a buff or are using Spell Absorb to keep your caster's MP up), they're ridiculously useful everywhere else. A good Silence Song or Sleep can really change a battle.

-In regards to hit rates and such, nothing about the RNG has been changed. It honestly just sounds like you're having ill luck this run. If it makes you feel better, my test run was very similar. I literally missed 98% Raises at least twice during my playthrough.

-I stand by Sweegy being a good fight, for a few reasons. The first being it introduces you to monsters being tougher. It's a wake up call, much like Dorter 1 was in Vanilla. That said, it's an easily managed wake up call. Ice takes out the Goblins (and the Panthers, so you don't have to deal with their Evasion), you can give your Guests Item and they can act as additional healers (or meatshields!), and statuses start becoming potent, so the Squire's Heal ability is useful. The other reason is that it forces you to start playing with your jobs. You can't just rush in with Squires and Chemists and expect to win. Having a Knight or a mage or two really helps.

-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.

-Maintenance guards against equipment being broken and stolen.

-Certain parameters were removed from Math Skill ages ago because it made Math Skill simply too good with them around, 3 being included. That said, Math Skill is pretty damn amazing still (perhaps too much so), so I would suggest looking into it. I would wait until you unlock Propositions though. It's far easier to get the JP needed for all their skills that way.

-...how the heck did I miss that Degenerator trap? I thought I removed them all. Oh well. Thank you, guys, for pointing it out. It's been removed for the next update.

-Undead units will always revive a random amount of turns after their timer hits 0. The only way to really -remove- them is through Petrification, but even that can be removed. So although they're "immortal", there's tons of ways to deal with them as an exchange. Damage, healing spells, items, Fire, Holy, etc.

-Having Heal revive units is pretty darn good, but it's not as amazing as you'd think. Afterall, you have to wait until Chapter IV for that perk and if Ramza gets debuffed or killed, you still have to bring him back. Also, it's only 20% HP with 1 Range, so for a fallen unit, a Throw Item'd Phoenix Down or Raise/Raise 2 is your better option since Heal has limited Vertical. Guts is supposed to be a very varied, supportive skillset, especially late-game.

-IIRC, the healing is done passively, but it doesn't display the number. I might have to double check to ensure that Mounting and Move-HP Up works as I remembered it doing.

-Mindflayers are evil, evil creatures and they're a pain to fight. They're basically the mages of monsterkin. They're much easier if you're packing Berserk, Thunder magic, or another debilitating ability.

-I'm sure through ASM hacking it's possible to set a minimum Speed, but it's not something I really have any interest in doing at the moment. Speed alteration is a very touchy thing, which is why Slow Dance/Cheer Song had their accuracy tweaked. Birds, being monsters, have very limited means to them, which is why I'm okay with them having Speed Save. Afterall, the Bird family is all about being fast and outrunning the enemy.

-I'm not sure of what you mean when you talk about Vertical Jump.

-Chicken is still around. It's automatically inflicted upon any unit with less than 10 Brave, so using a Mediator is the best way to inflict it.

-The graphical glitch at Zirekile is likely emulator related. What emulator are you using?

-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at the moment. Steal Heart is well worth it though, as is being able to steal things like Swords from Swordskill enemies.

-In regards to battles being long, I -really- encourage you to invest in more damaging units. It sounds like you're playing defensively against monsters and are getting overwhelmed. Using things like Slow/Stop/Sleep/Paralyze helps, as does elemental weaknesses, especially when boosted. Which monsters are you having the most trouble against?

-Absorb: Holy is good late-game when there are enemies that throw Holy around. It also makes the AI act weird if you're wearing Holy resistant gear against Holy Sword units, since the AI thinks Holy Sword skills are Holy Elemental (even though they're weapon elemental). Absorb: Holy won't make Undead units heal from healing magic, since Cure/Raise/etc. aren't Holy Elemental.

I hope that clears things up a bit! Keep up the great work, Panda! ^_^

Unfortunately, any skill inside of a monster skillset will display as Instant since monster skillsets never had skills with CT in them in Vanilla and were never intended to. Quake has a CT of 6, the same as a level 3 elemental spell. Do you not find Quake currently usable with the CT as it is now? It deals more damage than a level 4 spell for less CT, can inflict Don't Move, and has a larger AoE than even Summons.

It's nice as a spell/skill don't get me wrong. Herp derp, don't mind me, I forgot you can just right d-pad to check the turn order. I was about to say it's hard to guesstimate, but you don't. I guess you just need to remember it's not instant, not much of a problem.

I don't have access to KO at the moment, but I -think- even though it says instant, if you push Right or Left on the menu to see the CT it should have the actual turn it'll go off. Again, not 100% sure, but it may be something to try.

Most monsters with spells do have Non-Charge, the exception being Minotaurs (because instant Quake is absurd, especially with how buff it is now) and Trents/Taiju (Woodmen get instant Silence/Raise2 with Raise2 being the Tree family's Monster Skill, but are otherwise fairly useless, whereas Trents/Taiju are quite useful but don't get instant Raise2 as a tradeoff).

EDIT: And Skeletons. Because Skeletons are already pretty damn good as they are, and instant Death/Zombie would be pretty broken.

Today, I played a bit more. Beat down that battle with Agrias, which turned out to be easy, because the archer didn't had all that luck again. At that time, my Ramza was back in his Squire job to allow some better equipment combination, Elemental, Auto Potion, Attack Up and Move HP Up. I had the Geomancer with me with White Magic, Distribute, Defense Up and Walk on Water. Had a Lancer with Punch Arts, Counter, Brawler and Move on Water. And a Wizard with Yin Yang Magic, Auto Potion, Defense Up and Move on Water.

After that, went to fight Gafgarion in the Execution Site. That battle took 3 attempts. The first one I ran out of means to revive my fallen allies, which would mean they would get crystalized before long. The second attempt also went that way. The third attempt, I had Ramza the same way as before, brought Boco into battle, had my Wizard with White Magic, Auto Potion, Defense Up, Move HP Up; Priest with Elemental, Auto Potion, Defense Up, Move HP Up; and the Lancer with Punch Arts, Counter, Brawler and Move Hp Up.

This battle started with my Ramza luckily hitting 2 opponents with Geomancy causing them both to fall asleep. My Wizard turned one of the fake Ovelia into a toad and rode Boco to get away from that place. So, it was gradually easy to beat them when 3 of them were disabled so soon. I gave up on the possibility of stealing Blood Sword, because my Thief character wasn't very effective in that battle.

I went straight to battle at Lionel Castle. I thought it would be a tough battle facing Gafgarion again ... but it turned out ok. Ramza could boost haste on himself and two allies next to the gates before going down to open it, whils Gafgarion couldn't dish much damage due Auto Potion. Outside I had the same Lancer, the same Wizard, Boco and Geomancer with Steal, I think. The fact is that I could steal one of the lancer's heart, which helped killing one of the Oracles. The other lancers tried to hit my lancer and failed. All in all, wizard managed to buff with White Magic my team, Boco kept Esunaing anyone who got any ailment, my Lancer kept jumping and killing, and some lucky Elemental ailments. No units died in that battle.

Against Queklain, I had the same Ramza, the same Lancer, the same Wizard, Boco and the ex-Geomancer now Monk with Elemental. The difference is that I equipped them with a ring to avoid sleeping, death sentence. So the only stuff that hit was Undead. In fact, the first boss' move was using it. My wizard reacted with Autopotion and died. There wasn't anything I could do being and undead body, so I simply kept attacking Queklain and using Boco to do the support. Before long, the Wizard Revived and the battle went like that for a little while.

After that we have ... Coal City? I played some random battles before going there, having now a Ninja with Stealing abilities, the one I use to Poach too (which seemed one of the best ways to avoid the resurrecting-annoyance of some monsters plus the fact that some poached items are good and advanced compared to shops). Ramza is now a Samurai with Guts. The Lancer is the same as usual. Wizard too. My Priest is a Summoner now. I was going to make him the Time Mage, but his odds at hitting buffs are way lower than the Wizard, so the Wizard will be a Time Mage later. The Wizard which was the Oracle. Mustadio is a Mediator and Agrias is a Knight. I'm not sure what I'll make of Agrias.

Anyway, Coal City battle was the easiest thing in spite of the beginning. The first thing that happened was my Ninja being killed to 2 ninjas hitting those bizarre odds of 40% in a row. Just when I was still fuming, Olan hit all but 2 enemies with Galaxy Stop, fully with the three stats. I don't need to say how easy that got all of a sudden. The farthest ninja, which couldn't so anything and the closes Chemist, who died with 1 jump. I could only steal 1 sprint shoes.

The next battle was in Lesalia, the dreaded Zalmo's battle. The funny thing is that I wasn't remembering that battle was at Lesalia.

Which turned out to be another easy stuff, and the source, finally, of many stolen goods. Ramza's Bizen Boat quickly turned any magicians useless. Alma kept being Alma. My Wizard started turning others in toads. My Mustadio started sniping those who weren't toads (so it basically was a disabling battle, which kept getting easier and easier). Zalmo's Odin kept missing Ramza, while he still had MP to cast it. One of the enemy samurais went on a spot I mined with my Lancer to keep them away from my units, and she was killed by that preemptive jump. And my ninja only had to get next to the toads and disable enemies to start stealing stuff. It was a veeeeeeeeeeeeeeeeeeeeeeeery long battle until I managed to steal most of things possible so then I defeated Zalmo. The only thing I had to keep check was having my Lancer chakras Alma and Ramza bizen boats Zalmo. Mustadio and the Wizard simply did the rest.

I have been doing those propositions meanwhile, and then some other random battles. I'm still to enter the Monastery, which I recall has 3 tough battles, so I'll get a bit prepared.

The random battles are now easier with a broader range of abilities available. Also having Mustadio or the Wizard in the team pays loads due their disabling power. One of the battles was an accident in which I still hade people doing propositions, so I ended up fighting with 2 chocobos in the team, my wizard, my summoner and Ramza. It got very easy too in the end, because 2 chocobos in the team is simply OP.

All in all, getting used to having chocobos in battle, also getting used to use more buffs and debuffs, acting and not acting and the battles are getting a bit less annoying. Procs sometimes are bizarre, but that works around sometimes, when I have very low odds and still get successful. Just one battle that I missed 5 times a 80% Aqua Ball in a row which made me angry. It was at Bariaus Hill against 2 chocobos (the first to die), 4 bombs and a dragon. Poaching the dragon created an Angel's Ring.

Regarding balance so far, Olan's battle was the most representative of all. It was simply too easy that his Galaxy Stop had such high accuracy. The second time he cast it, he stopped the other ninja which wasn't affected the first time. So it all resumed to me moving to their position and killing them. I suppose it makes that battle less dangerous, due Olan being at that position and the AI sometimes suck so hard, that he could be easily taken down if he spell misses.

-In regards to monsters taking a long time to fight, I'd be curious to ...

Most of the problem was gravitating around battles against chocobos and the cuar which could revive. Given than most these unsuccessful battles happened on places I was visiting the first time, I wasn't prepared because I didn't know the monsters of that place. Other battles were ok. Started using petrify, poach, Raise 2 etc. to get rid of the undead too.

-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.

Yeah, I just thought it was sad that they all started with 60, 60. It feels unnatural and the surprising factor of having a varied number is now gone, because I usually used these numbers to set my fighters and mages. And it could be even more surprising if the mages had bad zodiac signs to your teams, making your ponder whether they would be then fighters, or then that you would require using more of those brave and faith boosts as an aid.

That's an overall feeling about it. When I first played this job years and years ago, it always sounded strange that we had to master jumping on high places if we actually goes outside the screen to do it.

-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at ...

It looks like it's worth at random battles with humans. The last battle I had was before going to Lionel, and there appeared 2 Geomancers with items in which it would take a while to appear, such as White Robe, Black Robe, Black Hood. Sadly, I wasn't expecting that and I had no stealers in my team and I also lost that battle given that I ran out of means to revive one of my characters at the same time the cuar was reviving another fallen enemy.

Both first 2 were very easy, probably due the combination of my troops most likely. My Wizard is becoming the nemesis of opposing forces, due her Flare spells being able to take down even Lancers on a single cast. And her high accuracy at landing Frog is crippling a lot. Mustadio too, while my Lancer keeps tanking, chakraing or Jumping when possible. My ninja charmed another lancer which took care alone one of their own time mages. I focused on opponents with ITEM sets first.

Second battle against Izlude was basically similar. Mustadio stopped one of the knights from approaching with a 92% Don't Move snipe, later only attacking Izlude, which kept jumping on him (200 damage when it hit) and on my ninja, which was too fast. Ninja and Wizard and Ramza and the Lancer took care of the Oracle and the other two Mediator. One of the knights died first for a Flare and a shuriken.

Against Wiegraf, I had to try twice. The first time, the battle started dragging on, until I got 3 units killed in which would not be able to resurrect before being able to take Wiegraf down. The second attempt I wasn't using my ninja/steal anymore, because I realized there was nothing worthy there (dancer had maintenance), so I use my Priest instead. Wiegraf went forth and didn't last the round of attacks: Ramza's Draw Out + Flare + Holy + Mustadio regular attack.

On random battles, things are getting balanced now, however, I must be preemptively aware of protecting at least one unit from a recurring status common on the set of monsters at some places. Bariaus Hill required protection against Berserk, which made me had to reset once. Luckily, the second attempt conjured again an Oracle, from which I could steal a Black Robe and a Golden Hairpin, items which are not at shop yet. Again, the combined forces of Mustadio and the Wizard helped dealing with and control the enemies, whilst Ninja and the Lancer kept damaging, pouching, charming, stealing and healing, and Boco was there just in case. ^^

Next was Grog Hills, Fort Zeakden and Yuguo Woods. Party in those three battles were Samurai Ramza, Lancer, Ninja, Mustadio (first and third), Summoner (second) and Wizard.

If not having Mustadio in the first battle, only if you take too long to reach the opposing forces that you can have any problem. Actually, I think that battle might be difficult not to win.

Fort Zeakden was fairly ok due AoE spells taking down all ninjas at once, but not before being able to steal one of the swords. Sadly, I ended up damaging Malak too much and couldn't steal any of his equipments. All in all, the battle was easy all thanks to the Wizard. Having my Summoner almost had no use, actually. If it was Mustadio, Boco or Agrias, it might have been much faster.

Yuguo Woods was ok, although it started dragging on a bit when people started returning from the dead, at least those who weren't petrified or poached.

I'm now about to go to Riovannes Castle, which ignites in memory at least 2 tough battles. I think you first choose from where you storm the castle, north or south. Then you face Wiegraf ... then Belias; and then that roof battle.

Another map that it glitches is the southern Swamp, but it might be related to emulator, as you said.

Hey Protosz, welcome to FFH, and thank you for giving KO a try! FFT was one of my very first games as a kid (doing Dorter when you're 7 is a tricky affair), and when I designed KO, I aimed to make it as polished and fun of an experience as possible for both new and returning fans. I hope you enjoy the journey through Ivalice once more, and feedback both positive and negative is welcomed and encouraged. Thank you so much for joining us!

Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D

I'm wondering if I messed up installing the patch somehow. I noticed that accumulate costs 14 mp, and clouds limits don't have a CT of zero. Was this changed somewhere along the patch notes? Just trying to make sure I actually have it installed.

Hey there! Guests aren't controllable in KO. It's something I've considered, but I feel like it'd take away from some of the challenge in Chapter I and that it'd take away from Vanilla's feel too much. If you want to make Guests controllable, I'd suggest looking into downloading the FFTPatcher which comes with FFTorgASM, a program that allows you to make that change. Hope you enjoy KO! :D

Wandering Cloud, it sounds like you've patched everything correctly. Cloud's Limits have a CT and Accumulate does cost 14 MP, so you're good to go! Do note, however, that Accumulate's MP cost reduces to 0 in Chapter IV for Ramza, so don't be alarmed when it suddenly becomes free, haha.

One other question for you:It says Monster Skill is suppose to work on a target friendly monster within a range of three.But, the hidden ability seems to only shows/works when a monster is adjacent to the unit, and not anywhere else.

Is that how it's suppose to work, or was it like that in the vanilla version too?

One other thing I've noticed:The Steel Hawk bird-monster has an ability called "Shine Lover."But, when I try to use it, or see what it does, the screen just kind of gets weird, but no crashes or anything.

I am on ePSXe, just because I had that setup.Not sure if that's the issue, or if it's something patch related?

Also, everything else seems good so far.The first Wiegraf is still kind of rough, but I always have a hard time with it, so that's probably just me.

Looks like the description is just too long. I'll fix that now, thanks for noticing it. I'm also fixing Monster Skill's description. I thought I did that ages ago. :P

EDIT: For the record, it cancels a charging enemy's ability.

Ah, that's good to know. ^^

One other small thing:The "Pisco Demon?", one of the squid guys, has a Confusion Ray.Says it should about 20 MP, but it seems to cost zero when I use.Or, maybe MP just doesn't display on monster units, kind of like how charge times don't show up right?

Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.

Monster MP is a funny thing. If a skill consumes MP, it won't consume MP if used by a monster, but the monster would still need enough max MP to be able to use it. However, Counter Magic -does- consume MP.

Wow, that is really weird.

But, if I see that again, just don't worry about noting it?It's more just a limit within the game/mods itself, right?

Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.

Yeah, it's already known and there isn't too much I can do about it unless Emmy has found a fix for that. Regardless, it makes monsters more useful since they can spell spam without consuming MP so in some regards I like it.

Yup, I'm liking it too.

I've always wanted to focus on a monster party, but they have some issues in the vanilla game. =/

You're very welcome, and I hope you enjoy it! Please remember to post updates as you progress through KO. I want to hear about your journey! :)

I have played through almost 4 hours and the first impressive on quality of life is so amazing with L2R2+square and x for rapid text, I really love it but sadly it's quite hard to have a chance even on random encounter to use it [the fast battle]

could say that it's quite hard ex. like avoidance rate quite low according to global avoidance rate right? and almost every time when goblin tackle me with some debuff like dont move or get hit by dont act and almost every time it got the debuff even the rate chance is like 30% of course with the dmg and blind effect

it feel like I have to clear debuff or I wont be able to attack successfully and high dmg enough also while fighting with debuff and goblin steal my armor too TTwTT

the poison from panther I feel like it's too powerful cuz the range is so far instead of 1

ps. I will try to find out how to beat this fight again and will tell further more TTwTT so hardddddddd.....Eternal kung

It's not quite as hard as you're thinking it is, honestly. Heal from the Squire class will remove Blind, Poison, Don't Act, and Don't Move and is pretty cheap, so I'd recommend trying to have that on a few characters. Goblins can be easily destroyed by the Wizard's Ice spell, and Chocobos should be killed first since they can revive. It's all about prioritizing which units you kill first and playing offensively. :)

It's not quite as hard as you're thinking it is, honestly. Heal from the Squire class will remove Blind, Poison, Don't Act, and Don't Move and is pretty cheap, so I'd recommend trying to have that on a few characters. Goblins can be easily destroyed by the Wizard's Ice spell, and Chocobos should be killed first since they can revive. It's all about prioritizing which units you kill first and playing offensively. :)

Update: Emmy cleared up some things for me since I haven't used talk skill in vanilla for a long time. So basically you need monster talk to be able to talk to monsters and use stuff like insult and mimic daravon

You are still improving the patch and accepting feedback?? I'm playing your mod right now and have some things to talk about.

One of the best things is how close to vanilla this mod is. I'm trying to find the best, and until now, your mod is the best I played after 1.3. I can say i'm enjoying my playthrough very much. (chapter 2 currently)

I will talk about some points, praise the good things, ask questions and give some criticisms to others.

+ Close to Vanilla jobs. Changes in skills are much more aceptable, in fact, it's often a good thing because of how unbalanced FFT is. The jobs are true to his original form with a better balanced skilset. (but still not perfect) You could even be more ambicious and change the skill sets more.- The jobs are still unbalanced, you can really try to balance them more.

+ Enemies scale with you but don't get equipment that you can't get in the shops.? Are the equips Fixed (always the same) or you used something that randoms the equips based on items on shop?? For example, in a given story battle, the enemies will ALWAYS start with the same items. And more one thing, the random battle equips are random? If I grind to max level, they will appear with Excalibur and shit? Because this would be very abusable.

+ The random battles are somewhat still random enough to feel random. (in 1.3 it's always the same configuration...)- I don't know if i'm crazy, but the Monsters families are too 'mixed' in a lot of places? For example, in Sweegy Woods story battle we have panthers, goblins and bombs. And in the random there is skeletons but no more panthers. Araguay Woods have Goblins, Trents, Skeletons, Ghosts... Can we have a more consistent Monster Fauna?? Of course you can put random rare monsters like Dragons anywhere (like Mandalia Plains) for the surprise rare monster event and in later chapters you can "mix" the fauna much more.

+ Thank God for all the Quality of Life improvements like always getting the Rare item in the move find item, the Random Battle only if you click, the non permanent brave and faith change, etc.... Everything is great.? A question, does all the jobs have the same growth?? For example, all the physical have the same growth and all the magical have the same growth, or does it still have a overpowered job with better growth?? (sorry if this is in the changelogs)

+ Thank God you don't changed the original colors of the factions!! Death Corps should be Green, Church should be Red, etc...

Some feedback about the battle themselves:

I don't see why you changed the Wizards in Doter I from male to female. i'm in chapter 2 in your mod, and you literally only find Female Wizards. It appears you are trying to match the better genre for the Job in the battles, but this is not good because it decrease diversity. The enemies are already weak as fuck because of setup, no need to give them the "right" genre for the job, diversity is more important. Changing back the Wizards in Doter to male would give better diversity.

Another problem, in Wiegraf I, you see in the cutscene a Female Monk, and then the battle start.... where is she? I liked the Female Oracle you put in this battle, but the geomancers are unecessary because the female Monks are a good diversity and don't broke the cutscene making the mod look amateurish. In fact you can even change to 1 monk 1 geomancer 1 oracle (full diversity). Also, NEVER FUCK WIEGRAF PARTIES, it must always be full female to keep his flavor. Also, you can make bosses characters like Miluda, Wiegraf, etc... with smarter skill setups to be stronger. They must fell badasses even if the other enemies are total scrubs.

Ovelia teleport.... why she's in danger if she can teleport. An immersion breaking skill in this battle.

Also, why immortal characters are immune to everything? You should make immune only to things that fuck them like Toad and give immunites individually to each one, it feels very forced when you face things like Boco and he is immune even to Blind effects. You can make a battle against VIPs harder without making them hard just because they are immune to everything. The most status they can be targeted, the better. Of course in later bosses like the Templar Knights you can go full yolo and make them immune to everything. Increase the immunites gradually in the chapters.

Remove the Guests from Formation. Seriously. It's the worst mechanic in the game. Use that hack that remove the guests and give them good skills and equipment. The guests simple fall behind in level and JP that they will be stuck with the base job + item forever. Plus, it's way better to balance the Battles.

One thing that I wanted to discuss with you. One of the most annoying things in FFT is how the battles varies between Ramza + 4 and Ramza +3 characters, so we always have that one character that falls behind because some battles he's in and some battles he's not. (in the first chapters, later it becomes consistent Ramza +4). Can't you make that all battles you send Ramza +4 characters? You can easily rebalance the Battles adding an extra enemy to counter your extra character and etc... For example, in Mandalia Plain, Alguns should start without a weapon and shield, because by the cutscene, he is incapacitated, an extra character and enemy in this conditions will keep things fair. In zirekile falls, you will have 8 characters in your side (!!!), so, you keep the two knights near Gafgarion, the Knight that talks to Delita and change the other 2 Knights to Lancers and add another Lancer (or even 2) in a good formation. You got the idea.I don't think you will have a problem to balance the battles with the Guest Hack + always 5 characters.

The Undead mechanic is perfect!! The Vanilla mechanic of "maybe your character will vanish and GAME OVER" was not good. The one in your mod that every turn they have a chance (50% I believe?) to Reborn is great. A very good value to Undead.

Now about monsters.The Panther reaction glitch too much, it looks very amateurish and ugly. Change to other thing, even if a simple Counter. Also, the 1.3 Reactions for the monsters, I think it's the perfect selection. Your selections are very close to 1.3, so they are really really nice. Meatbone Slash for Skeletons are much less annoying than the HP Restore. But the giant birds (Juravis) reaction are really retarded. They are already Fast, they cast instant Haste in Area (!!!) and get an extra 1 Speed by every reaction. Good Lord, this thing fly half the map, attack with a unavoidable feather bomb from 5 panels and they attacked 2 turns before my party. My priest simple died!It's funny how this battle in the Desert with this 3 Juravis was the hardest battle I faced until now (I even Lost and had to reload and start again to win). You really should change the Reaction to Arrow Guard. And talking about it, change arrow guard to projectile Guard (bows and guns). Because otherwise it's a very very weak Reaction. (Give Blade Grasp to the Ghosts, it simple make sense that the Ghost is hard as fuck to hit with physical damage)

The 1.3 monsters became very retarded. Every monster have a ranged attack that can heal his friends. Your monsters are way better because it keeps their basic attacks and try to keep some flavor and theme. But unfortunaly, there is two problems: The monsters casting normal Jobs abilities are really weird (like haste and the Yin Yang magic), you should make new abilities with different effects that match the monster. Also, some monsters look too random and crazy, like how a Goblin have Monster Skill, and he give it for himself and always cast his monster skill. I believe a Pisco Demon have too?? I don't think it's a good idea to give Monters Skill to non-unique monsters. Give Monster Skill to the Squire set and add some generics to the battles you want them use monster skill.Even better, create a Nomad/Beastmaster Class (with a different or geomancer appearance) and give some random battles generics this class to justify a generic that lives with the monsters and tame them. I don't know what the Pisco Demon family is, they all do different things. And I did not undertood your change to Chocobo. Why Esuna is AoE (and revive) and Choco Cure is single target?? It should really be the inverse, AoE Choco Cure and ranged single target Choco Esuna.

Your changes to monsters are heading the right way. It just needs visual fixes and thematic changes to make them very good.

Jobs CriticismSquire Set is very useless. You really need to change Wish to a Revive skill that revive with 1 HP, because otherwise we can never pick another Secondary Action other than Item. Also, Gain JP cost so much!? Why?? Remove this shit and decrease the cost of all skills. No one likes to grind JP (I use the Never Go Down JP cheat myself)

The Thief is very very bad. The change in 1.3 to a ranged Gill attack to kill low HP targets are really nice, because Steal Gil is USELESS and Thiefs are very weak. Maybe a poison bomb skill too (Poison + slow, poison + darkness, etc...) to make thief usefull.

Why Monk Revive skill is so shit?? It's literally a shit Phoenix Down. There is no Vertical tolerance and a Very Low chance to Revive. You need to buff this because I can't even have Punch Art secondary in anyone because I need Item in all physical classes.

It's just me or the priest Raise don't have a good chance to hit? Plus, I think the cures are so low for the mana cost...

In fact, you should reduce the amount of Redundant Cure and spells that reach to 4. Buff them and make them get only to 3. (and remove protect 2 and shell 2 and make the basic version very acurate)

What is supposed to be the differences of the Fire, Bolt and Ice? I liked the other mod Fire = Strenght, Bolt = Speed and Vertical, Ice = Big AoE. Your changes are so low and the spells overlap. Also, it's a shame how the other elements have so low amount of spells.... a lot of monsters and things have sinergy with them but basically only the Summoner cast them. Maybe remake the Wizard to give more elements?

Move JP up and move XP up are useless, you can safely remove this. Also, try to fuse that amount of useless movement skills like Any wheater, move on lava, etc... into a single usefull skill. (you can keep them for monsters, of course)

As I said, revive skills are too important. The enemy don't care, but for the player, a single cristalized character is game over (The best change in FFT would be being cristalized don't permanent delete your character) and we basically only have Revive skills in Chemist and Priest (the Monk skill is laughable). 1.3 change to Summoner in AoE revive is very good. And any Revival skill added is a good thing. (Maybe a Oracle Revive+Undead Necromancy skill?) Because I can finally change my characters, because all of the physicals have Item and the mages White Magic.

Speaking about this, it's possible to make Cristal/Box = does not delete your character?? Would be the biggest game changer for the game and would open a lot of new strategies.

About items.It's not good that weapons change the Evasion rate so much. You have a good sword for Weapon Guard, them the next tier the evasion is lower. You should keep them consistent and give better Evasions to make Weapon Guard usefull. Specially the Mages equips because I love using equipe shield + weapon guard in them.

The Jump boots are useless. At least make them Jump +2.

Why the phoenix down is so expensive?? The only thing this do is a early game big problem, because at the start, your only option for Ressurection is PD, but you basically make Random Battles with a 0 Gil profit because of this. After the initial strugle, it does not make a difference.

Also, the change in FFT+ at the Chemist items are really nice. Make Chemist items capable of removing everything, but spread the effects across the items. (instead Remedy = cure everything).

I have to use more items to talk more about them.

Well, I already talked too much, i'm so sorry! It's because i'm very excited about your mod and I will keep playing until the end. (and give you more feedback if you want!)

Hey there, Everstill! First, welcome to FFH. I'm glad to hear that you're enjoying the KO experience, and I'm always accepting feedback. Heavens knows I couldn't do KO all alone and my ideas aren't always perfect, so continued feedback from the community is a crucial part to the constant improvement of KO to make it a more enjoyable experience.

I'll address your feedback point by point in the hopes of providing some clarity for why certain decisions were made and what lies ahead in the future. Before doing so, however, I'd like to note that KO's goal was to rebalance Vanilla while keeping it still feeling like Vanilla. This means that although I -could- be far more creative with certain aspects of the patch, doing so would violate that one fundamental rule that it's based on. Please bear that in mind as I continue to address everything.

-In regards to ambition in changing skills, as noted above, many things simply weren't changed because doing so would remove the Vanilla vibe. I'll go into further detail on the specifics as you bring them up in your post, but very few skills were changed in such a manner that they wouldn't feel like their Vanilla counterparts. Most skills that were changed were done so in a way that they're rebalanced, but are otherwise kept intact. Ultimately, this isn't a patch that strives for ambition, necessarily, but rather, rebalance and fixes.

-Due to the incredibly complex nature of FFT's skill and job system, having each job be completely balanced is an ongoing endeavor. It's one that, frankly, I don't think will ever fully be complete. Can you provide some examples of what jobs you find unbalanced, specifically? Most jobs have some niche that can be filled and used effectively throughout the game.

-Equipment in story battles is fixed, correct. This was done so that players who accidentally overlevel wouldn't have to worry about being stuck on story fights where enemies would have equipment that far outpaces their own. Random battle gear levels with the player. Could it be abused? Certainly. If you want to grind to level 99 to steal the best gear from enemies and that makes you happy, so be it. Being completely honest, there are so many ways to break FFT that it's like using bubble gum to plug a dam trying to get them all. At the end of the day, I care about KO being fun and having the players be able to choose how they want to play, so if you like to grind and steal enemy gear, have at it!

-Random battles are designed to be a way to easily train while picking up monsters of various types to join your family. This is why certain monster types were added, such as Treants to Sweegy- I want the player to have the option of being able to recruit decent monsters early on to augment their party or participate in a Beastmaster run. In fact, most of the 2.6 update was intended to make monsters more viable party members while keeping them true to their Vanilla selves. Also, it makes the random battles more fun when you see different enemy types than Vanilla.

-Stat growth for many jobs have been changed. If you want a full list of job growths, I would advise opening the game in the Patcher, but more or less the stat growths still feel like Vanilla, albeit rebalanced. Stat growth is going to be the focus of the next update, so there'll likely be more discussion in the future about that.

-Many genders were changed in story fights simply because they previously weren't optimal and it made story fights slightly easier than necessary. I, personally, don't feel diversity is an issue even with this change, since you see so many different jobs throughout the game than Vanilla (as you'll see yourself as you progress) that gender isn't a huge deal.

-Wiegraf's all-female party was untouched, as you can see for yourself. As for the Monk leaving the party, it's not anything I'm going to lose sleep over. Maybe she changed jobs before the fight. Maybe she left to Ft. Zeakden. I'm sure there's a fanfic that can be written about this minor detail. In all seriousness though, you have to be careful how many jobs the enemy team has. If you have too many differing sprites on the field at once, it causes graphical bugs.

-Ovelia having Teleport is a lucky coincidence. It's in her skillset, but it's up to the RNG as to whether it'll actually pull it or not. Usually the AI will use Move-MP Up instead.

-Immortal status is something that's also on the rehaul list for 2.7. Ultimately, I agree. I love when buffs and debuffs are useful in fights, and I think what's going to eventually happen is that I'm going to make fights tougher (including bosses), and make Immortal status not guard against everything, and make certain bosses vulnerable to certain debuffs but be tougher as a tradeoff. By the way, learn to live and love buffing and debuffing in KO. Especially in later fights.

-Guests are... a tricky matter for me. I'm in agreement that Guests are a pain, particularly in Chapter I and early Chapter II. That being said, I haven't done a lot of research on that hack and wouldn't feel comfortable using it unless I was entirely sold on it. I honestly don't have a solution for them at the moment, and it's never been an urgent thing for me to think about despite the annoyance.

-Bear in mind that you can only have a limited amount of sprites and type of sprites on screen at once. If you make it so the fights have an added character, certain battles will break without changing up the enemy party to be less diverse. It's how Zirekile gets away with so many types on screen at once- the entire enemy army (except Gaffy) are Knights. As far as Algus not having a weapon, there's an article I'd like you to read that also applies to Ovelia's Teleport: http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation

-Panthers will keep Caution, namely because Evasion is their thing. I agree that the sprite glitch is ugly, but it's only for a few frames and ultimately doesn't affect gameplay. I made it so that each monster family has their own Reaction. Chocobos already have Counter, so giving Panthers Counter as well would drive my OCD crazy, heh. Likewise, Juravises are meant to be fast, which is why their skills are all about altering Speed. They're frail, but they can easily outspeed you if given the chance. Think of them as rogue-like monsters. As far as Arrow Guard goes... I'm not sure how I feel about changing it to Projectile Guard. It's definitely been in the cards though, so that may be another change later on. Giving Blade Grasp to Ghosts would make them the superior version of Panthers. They'd become very evasive, but immortal thanks to Undead.

-Allow me to take a moment to explain monster abilities in greater detail. The reasons that monsters were given existing skills are twofold. First, creating completely new abilities takes up a lot of ability slots that were better used for other things, such as Ramza's updated Squire skills. Second, again, KO is all about feeling like Vanilla. That means creating as few new abilities as possible. In fact, I believe the only totally new skills in KO are the Oracle's Unction (Add: Oil) and Beowulf's Oil Spellblade, because Oil was fixed and was previously a very rare status. The skills that I gave monsters were to fit their themes that wouldn't feel obstructive or out of place. Also, there are many other FF games where monsters could use skills like Haste. Gobbledegucks and Pisco Demons were given Innate: Monster Skill to synergize with other monsters. Namely, the decision was made as such for people who wanted to use all Monsters on their teams. Chocobos were given AoE Choco Esuna as the sole source of AoE revival in KO, to give them a unique niche. Choco Cure is only single target because otherwise it becomes too annoying to deal with as an enemy early-game and outperforms White Magic too much.

-In regards to skillsets, first let me say that giving Wish to Squires as a generic skill will never happen. It's a huge pet peeve of mine. Thematically, it makes no damn sense. It's a skill given specifically to Ramza/Delita/Teta as a sign of their bonds with each other. It'd be like making a FFVII mod and making Holy a spell accessible to the party as a normal battle skill. It's dumb. Squire skills aren't meant to be good- they're meant to tide you over at the very beginning of the game. That being said, Heal is great, and cures the debuffs that Stigma Magic can't. Gained JP Up remains, because you should still have to work to earn the better skills in the game, and Gained JP Up helps with that at the cost of another passive. That being said, Propositions help tremendously if you don't enjoy battling to get JP.

-Thief is definitely a job that isn't inherently great, aside from their skillset. It's always kinda been their lot in life. That said, they'll likely get some stat changes in the next update and perhaps access to some new weapons. Their actual skills aren't changing. A Poison Bomb skill would be too different from what they had in Vanilla and would defy the purpose of the patch. (Are you noticing a trend yet?)

-Revive is great as part of the Martial Arts skillset as a whole. Consider this: Martial Arts has AoE (Spin Fist/Earth Slash), ranged attack (Wave Fist), instant death (Secret Fist), HP/MP healing (Chakra), debuff clearing (Stigma Magic), and revival (Revive). That's huge. There's no reason for every aspect of Martial Arts to be amazing. It can revive (fairly accurately, at that- it's based on PA so if it has low accuracy, it's because your PA is low) and do so much more. It's part of a great skillset, and that's the boon in it right there.

-Raise is actually -more- accurate than it was in Vanilla. It may be bad compatibility or low Faith causing you trouble on your end. Same thing in regards to Cure magic. It's actually slightly better now.

-Protect/Shell are far more accurate even at level 1 now than they were in Vanilla. The level 2 versions are mostly meant for if you're already engaging the enemy. They won't target enemies and have a larger AoE.

-As with all of my patches (it's kind of become a trademark at this point, heh), Fire/Ice/Bolt are all different from each other. The differences aren't as obvious early on, but become more pronounced as the game goes on. Fire magic has more AoE than Ice/Bolt, Ice magic has more raw power than Fire/Bolt, and Bolt magic is faster than Fire/Ice. Which spell is best depends on the given situation. Giving them elements other than Fire/Ice/Thunder would just make them too different from their Vanilla job.

-Move EXP Up is great for new hires. Move JP Up is great for grinding, and combines with Gained-JP Up. Fusing Movement skills is a pain in the ass and really isn't needed. Instead, I opted to reduce their JP cost so the job itself is easier to master.

-Revival is always a really difficult thing for me. Personally, I'd prefer to be super conservative like FFIII and just make PDs not buyable at all. Raising things from the dead shouldn't be an easy task. That being said, I understand that that's a little too hardcore for people (especially novice FFT players). PDs were made slightly more expensive so that you wouldn't be as inclined to just Rambo the early game- so that you'd actually try and keep your units alive and possibly start using Cure/Protect/Shell. AoE revival on Summoner isn't wise, in my opinion, since the Summoner can do so many other things as well that it makes them a little -too- versatile. I'm sure there's some hack out there that removes permanent removal, but that'd change things up a little too much for my tastes.

-In terms of items, many items will likely be slightly reworked for the next update. The evasion with Swords was always a thing though, even in Vanilla. The in-game text box explains that the higher Evade weapon has a broad hilt or something along those lines to justify it.

Hopefully this answers some of your questions! Looking forward to your continued feedback!

Hey been a long time member here and I'm about to try out your new patch, but before I do I wanted to ask a question about Ramza and Gaffgarion--mainly why you chose not to give Ramza Dark and Night sword.

I know it's supposed to be the 'vanilla' version of the game and all that, but I've always believed Ramza should've gotten Gaffy's abilities; based on Gaffy had taken Ramza under his wing, and was teaching him how to survive as a sellsword. Also considering Ramza's abilities are only really good for support (nice job with the changes there, btw), AND Ramza defeats Gaffy in single combat, --AND-- there are no other Dark Knights in the game, so his abilities don't ever show up again, it seems to me to be a good fit.

I know I'm not the first person to suggest this, or talk about it, and I did search before asking (although only since the latest patch, I didn't search the whole section ^^) but I figure you probably had a reason for not doing it. I'm going to do it myself and see if it makes him way too overpowered.

You pretty much answered your own question: it doesn't stay true to Vanilla if I give him Dark/Night Sword. If you find that it makes the game more fun for you if you have those skills, by all means, hack them in. :D

Once I get a desk again (I'm currently using my TV as my monitor since I don't have a desk at my new place yet), I'm hoping to release a new update with some changes that should make things a little more fun.

-Each battle past Dorter will have at least two items that can't be purchased for a bit, making Thieves/Steal more valuable.

-I'm going to be revamping boss fights to make them more challenging, and make Immortal status slightly different so that certain bosses can be afflicted with certain statuses again. On the flip side, using those statuses will make the (now tougher) bosses more manageable.

-Move-Find Items will be somewhat improved, as will Poaches.

-Blind Rage will no longer be compatible with Math Skill- replacement to be determined.

-The Level Down trap will be removed. Most of them already were, but the last remaining one at Zeklaus will be axed. It was an oversight and was never meant to be there to begin with.

-There will be some item changes, the exact changes yet to be determined.

There will likely be many more changes, but these are the bigger things at the moment. Hoping to release a Critical Mode update soon as well, for those who prefer a greater challenge.

is it possible to patch complete [translation] first and then 2.6 kind of

I tried and it looks like some description when pressing select mess up TTwTT

Neither this or my name fix patch are compatible, I can confirm that. Either way it would be a mess due to new spells (Unction for example) and related dialog.

A compatible version of my patch for KO? As long as it survives being opened in TactText I can in theory see no problems with updating stuff like that manually, but the included .ffttext files would be a no-no, you'd be going by the changelist and recreating it from there. I would consider a compatible version of it for KO, but the computer I can do that with went boom recently.

Since my Rad got Invitation from the start, I stubbornly recruited as many saps as possible. He was basically my MVP despite being on a lower level than everybody else.

The Ramza progression fascinates me. His Guts/Mettle gets a fresh coat of paint every few chapters, and it's nice to know Basic Skill's Dash and Throw Stone are weighted a little fairer. Still, Levels might get out of whack; my initial cadets in Chapter 1 had to run over the Zeklaus Degenerator many times before reasserting themselves.

Virtually everything about this patch kicks lots of ass and it's just the faintest touches.

The last encounter was the initial Zalmo confrontation. The guy is a beast, I swear. I literally invited virtually every cohort of his and cornered him against the wall just aside the staircase with Agrias.

At that point, I started to really get tired and decided to see how Celdia's Patch had fared. I remember when the Warrior still had the Charge/Aim Command Ability--not a bad idea, since the Squire Basic Skill used to suck, but the new version has things like Rallying and Provoking that sort of breaks things from day one--two Rallying Units spells hesitation on part of most monster parties. Then again, that's Celdia's charm--not everything is meant to be balanced or fair, considering her style. That's one of the drawbacks of the Kind Of patch: it's a general improvement over the original game but it doesn't appear to offer anything that is astoundingly new or innovative. That's going to wreck its appeal for some. Even so, I had fun with the time I had and I bet I'll go back to it later after Celdia's patch.

Barren, thank you as always for your videos. You do a wonderful job and they're always fun to watch.

Neophyte, thanks for giving KO a playthrough! I definitely agree that CCP is for those who are looking for something zany, crazy, and over-the-top fun. CCP does a ton of fun things, and, frankly, the fact that not everything is balanced makes it even more fun, IMO.

KO is a more "serious" patch, by its very definition of being. KO was never meant to be extraordinary, break ground, be particularly creative, or over-the-top. KO is intended to be subtle, like a sharp knife to the gut that you don't feel until you're already bleeding out. For players who've only experienced Vanilla FFT, the new changes are enough to go "wow, that's cool!", but in such a way that it doesn't deviate from Vanilla's feel. In fact, many changes are so subtle that unless you're intimately familiar with FFT's mechanics, you wouldn't know they were there! For example, Protect/Shell lasting longer (making Priests and White Magic in general more viable), or monsters having Reactions other than Counter (making monsters more fun/viable and dangerous). I want KO to be the go-to Vanilla experience. Future updates will also (hopefully) have better descriptions and go more in-depth into FFT's mechanics in the hopes of being accessible to first-time FFT players as well. Sappy as it sounds, FFT was a big part of my childhood. Well, FFT and Castlevania: SotN. I want everyone to be able to experience it.

That is, perhaps, why I value input on KO more than anything, even if it's negative. I want the feedback of both experienced vets and newbies because, at the end of the day, I want KO to be fun for both groups.

2.7 will be out soon. I had some time this weekend to work on it (and thankfully, they're not huge changes, so they don't take very long). Here are some of the changes to look forward to:

-Each fight starting at Zeklaus will have two pieces of equipment to be Stolen that are better than what can currently be purchased.

-Immortal status will be tweaked, meaning bosses will have different debuff affinities. The fights will be tougher to compensate, but debuffs will be more useful on them. For example, Zalmo is a pain in the ass with MBarrier, but in the next update you'll be able to debuff him to make him more vulnerable. In exchange, he may become slightly faster. That's just one example of one potential boss change.

-Fire/Fire 2/Fire 3/Fire 4 have been given +1 Vertical Tolerance.

-Fire 2/Ice 2/Bolt 2/Blind Rage can no longer be used with Math Skill. Instead, Fire/Ice/Bolt/Unction can be Math Skill'd.

-The last Degenerator trap was removed.

-Two Swords will only be usable with Daggers and Ninja Blades- not definite yet.

-Two Hands will only be usable with Swords and Katana- not definite yet.

-The AI will use Protect/Shell/etc. proactively.

-The AI will no longer use Jump to awaken their sleeping allies.

-The AI will properly see the range of Throw Item.

-Squires gain Yell, Cheer Up, and Scream (level 1).

-Protect/Shell/Wall's MP cost is decreased to 6.

-Cure's CT is decreased to 2.

-Holy's CT is increased to 5.

-Blind's MP cost is decreased to 6.

-Many spelling and grammar errors have been fixed. Many descriptions are being cleaned up and edited for grammar/spelling purposes.

I'm not going to lie. I'm still in the middle of a migraine but I'm impatient and really interested. Reading a lot is currently very difficult. This message is taking the better parry of a half hour. Can you give me some general philosophy? Does this patch address speed being a broken stat, job stat growths, casting not being viable end game, etc? Also, what are learn rates? Can I learn skills by being slapped about by them? Post proofread by my gorgeous and very smart wife for coherency and grammar, because he spells like a drunken 5 year old while finger painting during a migraine.

This is gonna be my third gameplay, my first was on Android, my second was FFT:Complete

I'm noob so.. yeah.. but I have to post this because I never hated a mandalia plains dog this bad before (and its great)More challenges for me, and heal seems to be really useful lol

Also.. I noticed that Eternal is the Spell Quote staff from FFT:Complete,and creating this patch I thought you would add your amazing spell quotes into this. Since the patch to be rebalanced Vanilla experience, I'm just hoping that this patch would be able to get those amazing spell quotes as you did from FFT:Complete. (So right now just using TacText for it haha)

Hey team! Thanks to Record Keeper, we actually do have updated -canon- spell quotes for several abilities. I was debating putting them in for 2.7 (which thankfully is on the horizon!), but I'm really not sure how people would feel about them, since they're very WotL-ish.

Barren, thank you for your videos. They're always a pleasure to watch and they've been mighty informative.

Hey Myth! I'd say you're safe to start your game. Your save is compatible between updates (you'd just need to patch a clean ISO), so your save will follow alongside you. Most of the changes being made are to the AI and trophies as well as some other things, so you're more than welcome to begin. As for the PSP version, I'm not entirely sure what I want to do with that version next. We'll see!

So not sure what I am doing wrong... I patch a clean fft wotl iso and apply this patch using ppf. loaf the game then when it gets to the square enix screen it crashes? anythoughts? Ive had success patching and play emergence.

So not sure what I am doing wrong... I patch a clean fft wotl iso and apply this patch using ppf. loaf the game then when it gets to the square enix screen it crashes? anythoughts? Ive had success patching and play emergence.

Alright.This is a pretty awesome mod, and you can tell, because I made an account to say so.However, I'll note that Goblins and Yellow Chocobos are the largest annoyance, what with Eye Gouge inflicting Don't Act, and Chocobos being able to Raise at will.Prioritization is a necessity, as I've learned and as the author has said, but at the onset of Ch. 1 it's hard enough to fight enemies once, let alone twice, let alone having your actions blocked.Complaint aside, I'll say that the added difficulty causes me to use skills I'd otherwise never consider, such as Heal, regularly. If that was your intention, you succeeded.Ramza's Squire Monster Skill appears to be one-tile. I assume this is in error as the description even says three tiles, although it implies an active effect rather than a passive one, like Defend as opposed to Secret Hunt.Additionally, he still has Gained JP Up. Is this intentional?I'm keeping open the idea that I may have patched wrong, though I find it unlikely.

On a positive note, the changes to monsters are excellent for the player when they're on your side.Choco Cure may be single-target, but it being free, along with the free Choco Esuna is very nice.I also like that many 'regular attack' abilities have been changed to become unique, such as Goblins inflicting Don't Move (thus effectively Stopping an unlucky target with Eye Gouge) and Chocobo's Choco Attack inflicting (mercifully rare) Slow.

The job changes are slight, but noticeable, in a positive fashion generally.I don't know where Concentrate got off to.

I've found Equip Shield and evasion in general to be a very necessary consideration as well, due to the increased effects (for example from Eye Gouge) being very necessary to avoid.

God bless you for 'Hold X to fly through text'.

Geomancer is nice for the unavoidable free damage, although Miluda having it hurts at the Fomovan Plateau.

I've yet to beat Wiegraf yet, although I'm finding his Holy Explosion to be very, very, very deadly. And his Crush Punch.And, y'know, his attacks.I approve. He should be a powerful jerk as such.

These are all my thoughts at the moment. I may return later with more, y'know, after I beat Chapter 1.

EDIT: Found Concentrate. I apparently wasn't paying attention; It wasn't even changed. Whoops.

My first impression is that you have over-buffed Monsters and have made their multipliers too large (when what they really needed was better growths and, if possible, the ability to equip gear). Not only do they have way too much HP and hit too hard (especially compared to human units),but some of them can inflict status ailments as early as Sweegy Woods, before most players have a White Mage with Esuna or the money to buy curatives.

In my opinion, the level of challenge in Vanilla FFT is fine up until Chapter Three or so (especially if you don't overlevel), as every battle can still be beaten with pure brute force, which makes it a good balance of "easy to learn--hard to master". In your version, I can't damage race anything to make a low-level run feasible, nor can I grind my way past a challenge where I'm hitting a tactical wall.

I'm not sure if I can pass the 2nd Zalmo fight right now because it's way too hard. Even with Arrow Guard and Magic Defend UP and some degree of evasion I still get the bad end of the stick. If anyone has a recommended setup I can use to win the fight a lot easier that would be great. I'm really frustrated at the moment

I'm not sure if I can pass the 2nd Zalmo fight right now because it's way too hard. Even with Arrow Guard and Magic Defend UP and some degree of evasion I still get the bad end of the stick. If anyone has a recommended setup I can use to win the fight a lot easier that would be great. I'm really frustrated at the moment

Going off my personal experience, I'd recommend taking weapon stealing/breaking abilities, and so on that can debilitate the Archers. I had a Thief hop right on up there and steal their bows, but that might not work for you, seeing as it's fairly luck-based. The Geomancers weren't a problem for my Summoner and either of Rapha or Malak, I forget which. Their spells are very powerful, when they hit. When going after Zalmo himself, I ran into difficulty as well, because he's built like a tank. Surrounding him and beating on him worked alright, as I recall, though I may have used some tactic to deplete his MP or otherwise hamper his Leviathans and so on.I'm not a master at FFT, and less so at KO, but you asked. Hope it helps, I find your videos highly entertaining, Barren.

On the subject of the patch itself-Monsters: They're weird. Eye Gouge having Don't Act makes Goblins way tougher than expected, but makes Heal far more valuable. I was stuck at Sweegy until I figured out to bring it. Some are very powerful, and some are moderate. I think getting taken down a notch would help. Chocobo heals being single-target is weird, but the Esuna raising is game-changing. I used a Chocobo several times when I didn't have a dedicated healer, and their pecks ain't half bad, either, especially when Slow connects.T. G. Cid: You've ruined him. And I hate you and love you for it.I will be returning to, and editing, this post tomorrow, when I am not half-asleep.All in all, this is a fairly well-balanced patch, pretty much.

Yeah, Zalmo is definitely getting bashed upside the head with the nerf stick in the next update. I honestly was hoping to have it done by now before you got to him because I knew he'd be an issue. I think part of the challenge is that Zalmo is just too good all around in that fight (never thought I'd say that about Zalmo...). He can be basically invincible and drop lots of damage on you at once. Barren, I'll send you a temporary fix sometime this week so you can continue the LP. :)

Yeah, Zalmo is definitely getting bashed upside the head with the nerf stick in the next update. I honestly was hoping to have it done by now before you got to him because I knew he'd be an issue. I think part of the challenge is that Zalmo is just too good all around in that fight (never thought I'd say that about Zalmo...). He can be basically invincible and drop lots of damage on you at once. Barren, I'll send you a temporary fix sometime this week so you can continue the LP. :)

Thanks Eternal, it would definitely help me continue the LP. I just didn't want to keep uploading failed attempts of me struggling against Zalmo.

Roll a dice, if it hits 2 or 4, force yourself into a random battle... or reset. The ultimate video/tabletop game crossover experience,

Thats actually a good Idea. Given an enough-sided dice I can even choose to stop by the rolled number of steps on the way from A to X. Thanks :D..now where did I leave itI played a bit so far and I have to say the smart encounters isnt so shabby. Good for avoiding the slightly overpowered hasted evil birds of Ohmyko'd.Monsters really seem a little too good in the beginning, especially for a filthy casual such as me. But so far I am enjoying it!

Could you please make the US version of this mod yet? i really want this mod to be USA to be playing able with http://www.romhacking.net/hacks/916/

Or another way if you not comfortable to make USA version of this mod

then can you add this feature to the mod

Controllable “Guest” characters Non-missable rare items and abilities Automatic “JP Boost” Zodiark and Ultima can be purchased Special characters will no longer forget abilities before joining your team Spell-casting slowdown has been fixed (thanks to Eternal248 and Nexus) Misc improvements - check the readme for the details

Trying this out. At first, it's a bit tough. I'm finding I need to play a couple random maps to get the skills and equipment I feel I need to beat dorter trade city. And that worries me, is this hack like other hacks where the more I level up, the harder battles get?

But will they outmatch my equipment and skills to a greater degree if I grind a little? When I played FFT+ I found that the higher level you became, the tougher the game got. Exp was essentially a bad thing. Is this the same?

Enemy levels scale and random battles with human units will have gear that gets better as you level, but enemies in story fights have set gear so even when their levels scale, it'll still be a fair fight and they'll be (mostly) using what's available at the shops at that point.

Enemy levels scale and random battles with human units will have gear that gets better as you level, but enemies in story fights have set gear so even when their levels scale, it'll still be a fair fight and they'll be (mostly) using what's available at the shops at that point.

Hello Eternal and everyone! I'm a new user. Nice to meet you all!

First of all, thank you for dedicating so much time to this marvelous project. FFT is my favorite game of all and Ramza is my second favorite character out of all fiction (all books, games, series etc.). I've been playing this game for the past 15 years and through you modders I'm able to keep going back and having fun with new mods.

I have finished Kind Of in a previous version... 2.4, I guess and I had a blast. The only problem for me was that it ended. I wished to have access to Melee and Rendezvous content somehow and you said we'd have that in Midnight's Deep, but I couldn't access them. Every time I battled, it was the same. There was also the problem of having to find the right tile to proceed. That's a nightmare! So, do you intend to remove the necessity to find the right tile to proceed? How are Melee and Rendezvous integrated into Midnight's Deep in 2.6? Last but not least, randomizing Midnight's Deep might be a good idea. This way, we could keep battling with our endgame team and always have different challenges. Maybe we could also have some sort of endless horde of monsters to battle and see how far we can go. To be honest, my dream patch would include these changes to Midnight's Deep because I'd be able to keep playing FFT forever and keep having challenges. Is there a chance you might incorporate any of those into your work in the future?

I would like to thank you again for this wonderful job and so much altruistic dedication to my favorite game of all! From the bottom of my heart, THANK YOU! <3

Hey there, and welcome to FFH! I'm glad you enjoyed it! To be clear, you played the PSP version, correct? Because this is the thread for the PSX version, and I want to ensure I'm helping with the correct issue.

Hey there, and welcome to FFH! I'm glad you enjoyed it! To be clear, you played the PSP version, correct? Because this is the thread for the PSX version, and I want to ensure I'm helping with the correct issue.

Yes, the PSP version of Kind Of. But I'd play FFT anywhere. It's my favorite game by far.

Since you cannot de-level with degenerator trap in KO--would the highest magic attack mage still be achieved by leveling with mime, or would it actually be better to skip all those levels gunning for mime in non-mage jobs, and just use the jobs that (supposedly) have better magic attack divisors?

I did check some jobs in FFTpatcher, and i think chemist has 45 instead of 50, but jobs are repeated and i'm too noob to know for 100% certainty, which jobs are the correct ones to take growths from.

@Rzen: I don't have it right in front of me, but I think Mime is still the best overall. It's been a while since I've messed with stat growths, so I'm not entirely sure. But if you check the Patcher, whichever job has the lowest Growth number and highest Multiplier is what you'd want.